Math01 - My first SG: OCC Space Race

Yeah, I missed the pyramids build. Means the Sumerians have started growing faster. Though somebody was bound to get it, I guess its nice to know who. Question, is Ivory on our continent?
 
Renata said:
Yeah, feudalism is nasty to get. We'll probably have to research it ourselves eventually, or trade something ridiculous for it, like an Education monopoly.
-------
Kinda cool that both civs got Feudalism -- that was probably the only way we could have afforded to trade for it so cheaply.
This is what I was referring to. Absolutely buy it if we can, so we can give it to everyone else, but not being able to trade for it right away would hardly have been a problem.

ChuckDizzle said:
Question, is Ivory on our continent?
The Mongols have Ivory.

On workers/settlers, it has been point out that building settlers would leave us at size 11 for quite some time, while workers would not affect our population - we would grow back to size 12 on the very next turn. I have never used this tactic myself, as I have always just built 6 or 8 and started irrigating everything as I researched Sanitation.

I have no intention of giving away monotheism. The question was this: How would our having monotheism affect the AI's choice between mono and eng? Would they be more likely to research monotheism at discount, or go for engineering for potential trade? Or simply this: Do we want to tow them into the middle ages before or after we discover monotheism?

I didn't know markets wouldn't be discounted, I've not played commercial for a long time, and then I wouldn't have thought about whether or not it should be.

I know the Gil/Cleo thing was a joke. The Time Warp was a referrence to The Rocky Horror Picture Show.
 
Mathias said:
This is what I was referring to. Absolutely buy it if we can, so we can give it to everyone else, but not being able to trade for it right away would hardly have been a problem.

Ah. I thought it was cool that we got the most expensive tech in the first half of the middle ages essentially for nothing.

Renata
 
It is only the most expensive if you are buying techs from the AI. It is actually the lowest-costed middle-age tech, along with chivalry, at cost 32. Mono, eng, and p.press are cost 36.
 
Wow, is it true? Never checked the tech values, where can I get a list of these?
I'm really surprised. So it's so freaking hard to buy only because it is governmental and allows a couple of units ?
 
The cost factors are in the editor. And yeah, it's primarily the government factor that makes it so hellaciously expensive to buy, I believe.

Renata
 
Here is the save, and the news is good.

650 BC (0)
Sell a few techs to various civs for a whopping 38 gold, then gift everyone up to Feudalism. So happy they are. The world loves us.
Change production to spearmen.
Wake workers, move them onto roaded terrain.
Wake all units in London.
Archers NE-N to hill (crossing the river)
Warrior moved to mountain.
In London: citizens moved from threatened tiles to ensure spearmen will be built.

IT: Barb warrior moves E to forest.
One horse attacks warrior in mountain: 1 HP lost.
Four horsemen move SE-E to forest north of archers.
Spear > Spear

630 BC (1)
Archer attacks: no HP lost
Archer attacks: 1 HP lost, promote
Archers on peninsula advance.
Warrior in mountain attacks barb warrior: no HP lost.
Warrior moves to mountain.
Workers are safe, irrigate SW of London.
London is safe, Spearman moves to hill with archers.

IT: Horseman attacks archer on northernmost hill: 1 HP lost. Other horsmen scatter.
Spear > GW

610 BC (2)
Archer on north hill attacks: no HP lost.
Reg warrior attacks: no HP lost.
Units advance, spearman fortified in London.
MM in London for 22 spt.

IT: Horseman attacks, reg archer defends: 1 HP lost.

590 BC (3)
Reg warrior advances, sees Russian units.
Archer posted on peninsula.
Vet warrior off to replace archer on peninsula.
Remaining units head for London to regroup.
Summary of barbarian encounter: 7 horsemen and 1 warrior killed; 4 of our units were wounded, losing 1 HP each.
Monotheism in 1, science to 80%

IT: Monotheism > Theology

570 BC (4)
Science back to 90% for Theology in 15 turns.
Units arrive in London, crossing river before healing, just in case barbs appear SW of London.

550 BC (5)
Units heal.

IT: RoP agreements expire - none extended.

530 BC (6)
Archers hunting.
Change guard on peninsula.
Warrior posted on mountain.

510 BC to 370 BC (7 to 14)
Archers hunting.
Workers working.

490 BC IT: Mongols demand Monotheism. We say "You make us laugh." They "demonstrate tolerance."

350 BC (15)
Great Wall due. MM in London to reduce overrun. I should have done this sooner - we will overrun 4 shields. Not a big deal though, as this causes Theology to drop from 4 turns to 3. No one has picked up monotheism or engineering yet - soon though, I am sure.

Screenies:
Math01_350_BC.jpg


Math01_350_BC_London.jpg


Notes:
We will need to keep our citizens working the coast until we learn Theology. With added tourism from MoM, we should be able to research Education in 15 turns. Mach, be sure to prebuild university and try get engineering as soon as it becomes available, we can use the forests. Not much else to say at this time. Aside from dealing with the barbs, this was a rather uneventful turnset.
 
Looks great. Think I can just go without too much discussion? Mine should be straightforward turns -- farm for barbs, research edu, prebuild the uni, watch the trades.

EDIT: Actually, wait! I have two things... First, what are the intentions of the sw worker, is he trying to road to our neighbors, or is he building military roads?

The second thing is builds. We'll get edu in what, 20 turns? So that leaves me some time to build something before starting the uni prebuild. (Uni will take 9 or 10...) What shall I do?

I think I discovered that a cath + colosseum will allow us to drop lux to 0%, saving us 2gpt. I can do the cath before the uni, then we can quickly build the colosseum after the uni. (Sure, it'll cost us to support the cath before we get the colo, but we'll recoup that just fine.) The question is: can we afford all that culture?

If I don't build those happy buildings, I guess I'll just get out a worker, another unit or two, then wealth until it's time for the uni prebuild.

Got it, can play this afternoon.
 
I assume the 2gpt you mention is net rather than gross savings, because the buildings would cost us 4gpt in and of themselves. Even assuming that's the case, though, I don't think it's worth taking 13 turns to build the pair of them, as it would delay the university.

This does look like a good time to sneak out a worker. Wait until after Theology, though, as it looks like we're right on the edge of 3 versus 4 turns on that.

Now that the uprising is safely past, I'd pull some units back and hope that we do get a few more barb camps in the fog; we can use the cash. Especially the warrior on the peninsula, since we can certainly get any camp there before the AI does.

Renata
 
:bday:

The SW worker is just building a lead, not going anywhere in particular.

We will have education in 18 turns (3 left on theo + 15 for edu). One turn to complete GW, and 9 turns to prebuild university (2@23 spt + 7@22 spt) will leave 8 turns to work with. I would like to go directly into Cop's after university, and I am not exactly in favor of building a cultural improvement 25 turns before we can see any benefit. However, if we build a coloseum, we can run 100% science with just 2 imported luxuries. Russia currently has 1 extra incense, and may hook up an extra silks by the time we can trade. The 4 luxuries on the other landmass won't be available until Mag/Nav, and I have no idea where the spices are, so it could be quite some time before we would be able import a third lux. The only problem is that we cannot be sure that Russia will build a harbor anytime soon. I would just as soon wait until we build Cop's, then evaluate our happiness based on available luxuries. Also, tourism has increased our base commerce by 2, so we can do without the temple, which I was actually in favor of not rebuilding. (Three turns building the temple saved us one turn on GW)

I don't think we need any more units. A galley or two could help to prevent citizen disruption on the coast, but soon we will not be working any coast. I would just build wealth until theology, pop out a worker, then wealth again until we start prebuild. Concerning prebuild, I think 10 turns at 20 spt would be best.

I agree with Renata. We can pull that warrior back for a few turns, then send him and an archer out to hopefully find a barb camp. Our archers in the west are returning after finding no camps.
 
Well, I wasn't suggesting building the cath and col back to back, I was suggesting cath --> uni --> col, so as not to delay the uni at all. Yes, the 2gpt would be net gain. The spear I would build after the worker would be a guard for the new worker, but he's not necessary, so if you don't like I won't build him.

Yes, I noticed there were no barb camps reported by the mil advisor, so I was going to join the two southern archers and look along the coast, while an archer/warrior pair would wait on the mountain until the mil advisor reported a barb camp, then I'd send them west. So I'm on top of this one.

I do see how the culture builds would delay Cop's, by the 5 turns of the col build, that's good point. Ok, plan nixed. I'll look into selling the temple, too.

And Happy Birthday Mathias!
 
Preflight (350BC)
I sell the temple.
(I)
Math01_GW.JPG

Start wealth.

T1 (330BC)
zzz
(I) zzz

T2 (310BC)
Funny, I'm mm'ing our economy by putting citizens back on shield-producing tiles, to produce more wealth. Dropping the sci rate makes theo in 2, not 1. But moving a citizen from the ocean to a mined bg means -12gpt, rather than -13gpt, theo still in 1 turn. Moving 2 citizens like that means theo in 2, so there's very little overrun here, maybe 1gp. :)
Russian warrior is heading south, so I'm moving the southern archers that way before they are paired. Maybe he sees a barb camp.
(I)
Math01_Theo.JPG


T3 (290BC)
MM for gold again, Edu in 15.
Mil advisor says barbs, so the mountain squad moves nw.
(I) Sumerians build ToA.
Mongols build ToZ
Egypt finishes HG

T4 (270BC)
Find the barb camp, shoot it's got a horse and two warriors. Now I wish I had brought along a spear.
(I) Inca declares on the Russians! :eek:
Lots of wonders starting.
Barbarians are stupid, they just maneuver. Must be after the exposed worker.

T5 (250BC)
I take the barb camp and 25 bucks, and warrior kills the horse.
Mil advisor reports no more barbs.
(I) zzz

T6 (230BC)
Smack the last barb warrior, archer promotes to vet.
Uni prebuild will start next turn, so I opt to squeeze the worker now.
(I) worker --> Sistine prebuild for uni
Zulu get eng!

T7 (210BC)
Zulu want us to kick in money for eng, so I'm gonna wait till the Sumerans buy it.
Mil advisor says more barbs, must be se of us.
(I) Yep, Zulu send eng to Sumeria, also the Russians discover it. :)

T8 (190BC)
Discover new barb camp on the coast, again two warriors and a horse. :rolleyes:
London back to max gold. 20 shields invested, means uni in 10, and we get edu in 10.
(I) Barb horse attacks our stack, no hp lost. I love defensive bombard!

T9 (170BC)
Take the barb camp, 1hp lost, mo' money for us. No more barbs reported.
Trades:
Mono to Russia for Eng, 8g, 4gpt.
Eng to Inca for 32g and 7gpt.
Japan doesn't have squat for us.
Eng to Mongols for 42g.
Egypt has nothing to give...
(I) Wow, somebody else musta got Mono since Sumeria and Zulu got it. (Neither of them knows the Russians.) Damn, had I saw that we coulda got a few more gp. :( Also, Russia traded Mono around, for what I don't know since I already grabbed that bloc's stuff. Resources, I guess.

T10 (150BC) I take a look around and I see that the Inca razed a Russian city and built their own next to it.
(I) zzz

T11 (130BC) zzz
(I) Incan settler pair appears north of us.

T12 (110BC) zzz
(I) Incans found city north of us.

T13 (90BC) Eng to Egypt for 25g and 4gpt
(I) We expand, and our cave gets spires

T14 (70BC) More barbs reported.
Sci rate goes down a notch.
(I) zzz

T15 (50BC)
Find the barb camp.

Ok that's it. There are currently three 'blocs': our island, Sumer/Zulu, and Egypt/Mongolia. Also Mongolia knows Sumer, but since the Mongols are behind and have no money, for now no trades will happen across there.

There's a possible trade, mono to Egypt for money, which I've left up to the next player. Egypt's offer has been climbing for the last few turns, and they only know the Mongols, who have nothing to trade for mono (which they can get from the Sumerians). So the next player can decide to pull the trigger, or wait for the offers to get better. I'd pull the trigger once we can get a total of 100g from Egypt. Don't wait too long, in case Egypt meets someone else. In fact, I think you should make the trade right now or next turn. That's my advice.

There's a barb camp to be smacked next turn.

I have London mm'd so we'll finish the uni in exactly 3 turns with no waste. We are 3 turns from edu, so next player please leave London mm'd as it is until then. When we get edu, go to Big Picture, hit F1, double click on London, and switch to uni. It is very important that you do this, since we'll finish exactly on that turn. Then start on Sistine as a prebuild for Cop's.

The archer pair is wandering up and down the coast looking for barbs. The other archer I had oscillating between the 2 mountain lookouts directly west of London. Our workers I have building random roads for just-in-case military purposes.

We still can't trade with anyone.

Sad to see these turns end, they were fun. :( I could have done a bit better on the trades, but besides that I think I did pretty well.

Teh Save

Math01_50BC.JPG

Math01_50BC_London.JPG
 
Looks like Russia, Zulu and Sumeria are the only civs with any research capability so far. Still no harbors? Hate that.

The trades look ok to me. Only major thing I saw that you missed was to get the workers going on making forests on the three single-shield tiles.

Inca still at war with Russia? That'd be great if they were ahead of us in tech; as it is, it's a bit aggravating! :) But hey, we'll probably be wishing we still had a tech lead eventually, so might as well enjoy it while it lasts.

I'm trying to write a paper today (hah!), so excuse any incoherence.

Renata
 
Oh yeah, forgot about the forests. I totally could have started that; lost us a few shields there. Heh. :blush: Sorry bout that...

Yes Inca-Russia war still going.

As far as the trades go, I'm still learning how to handle these situations. I think I proved today I've learned quite a bit, but I ain't perfect quite yet.

Good luck on the paper. :)
 
Got it for tonight.

prebuilds, forests, barb trap, astro, trades with other island, speak up if I missed anything.
 
Part of the way into the game after getting Education, see some good deals for Theology (Incas are offering 21gpt and +150 gold), are we still protecting Theology or can I trade it away?
 
Do not trade. We will discuss the tech situation at the end of your turns. We should be close to Astronomy by then, and what we research next will depend on where the AI is on the lower branch.
 
Save

Preturn 50BC:
Let workers finish their roads
Egypt will give us 2gpt and 24 gold for Monotheism

IBT:
Russia Inca peace :lol:

Turn 1 30BC:
+25 gold from camp
Egypt will give us 4gpt and 37 gold for Monotheism, I take it
I gift the Mongols 100 gold 20 gold at a time, then trade Monotheism for their 113 gold

Turn 2 10BC:
Start 1 forest
Can't reduce science for Education

IBT:
Incas land settler/spear in our north

Turn 3 10AD:
Education->Astronomy in 21
University->Prebuild
Astronomy in 16 now
producing 98 science with 80%
Put London at 22spt and 94 science, nothing else changed, doesn't effect Astronomy
Coperinicus is 400 shields, 22spt will get us it in 19 turns, will run 22spt for 10 turns, then 20spt for the other 9
See that if I lower science to 70 we get Astronomy the same time as prebuild is done
Now science is at 70, getting 16gpt, Astronomy is 18 away
Ask about trading, get a no

IBT:
Nasca is founding to our north

Turn 5 50AD:
Second worker joins the first in planting, 3 turns left

IBT:
Cuzco of the Incas finishes Sun Tzu
Everyone cascades to Great Lib, Moscow in Russia finishes it

Turn 7 90AD:
Last worker is done, rdy to plant forest

Turn 8 110AD:
First forest done, all three workers moving on to the second, the non bg river tile, will improve Coperinicus by 1 turn

IBT:
Japan founds Shionoseki in our southern barb hunting grounds

Turn 9 130AD:

IBT:
Sumer building Knights Templar

Turn 10 150AD:
Sumer has a monopoly on chivalry, other AI are close to broke so I don't trade
Workers are done, now producing 23spt
Send workers to make another on a irrigated grassland

Turn 12 190AD:

IBT:
Zulu building Leonardo's

Turn 13 210AD:
Zulu researched Invention and traded it for Chivalry, now Zulu and Sumer have both, Japan just researched Chivalry this turn

IBT:
Zulu building Knights Templar

Turn 14 230AD:
Forest done, send workers to make a road
Russia picked up Invention, traded with Japan
Incas, Egypt, Mongols still don't have these two

Turn 15 250AD:
Prebuild at 269 shields, will be done in 6 turns
Producing 23spt, Astronomy is in 6

Notes:
Next player let London run at 23spt for 3 turns, then have them run at 21spt for the other 3, 400-269=131, 131-(3*23)=62, 62-(3*21)=-1, 1 extra shield
All AI are broke, Theology will get us both techs all all money (<100 gold total) from Japan, Russia and Zulus, Sumer is currently researching Theology and will only give us Invention plus his gold (not much)
Currently making another 4gpt from torrism, see picture

Update.JPG
 
Very nice. The trades are good, but there are a couple of other things that I don't like. First of all, we have absolutely no reason to cut back research on astronomy. We can put science back to 90% and get it in 4 turns instead of 6. We could have had it in 14 turns at 90% from the start. As it is, we will have spent 16 turns on astronomy.

Second, those workers... :rolleyes: There are two more non-bonus grasslands on the river. One of them has wheat, and the other has wines. These need to be forested. The 4 unused grasslands should all be irrigated so we can have growth when we need it. I want 25 spt for Newton's.

Since Sumeria is on theology, we need to trade it now. I'm sure Renata (Happy Mother's Day Ren! [?]) can handle the trades.

Invention has only recently been discovered, so no one will have gunpowder yet, but we can be sure that they are researching it. The question remains: Will they have gunpowder by the time we get banking, or should we just go straight for ToG? I think we should get banking first. If they don't have gunpowder by then, we could consider p.press to push the AI to democracy. Cop's in 310 AD? We are a good 20 turns ahead of the pace of my fastest OCC launch.

We can definitely get rid of some of our units now. Disband the warriors and the reg archer, maybe one of the vets, too.

That's all for now. Maybe more later.

Edit: Builds after Cop's? I'll think about that.
 
Yes, very nice. Let's hold off a few turns on the trades while we research banking -- there really doesn't seem to be much gold around, maybe that'll change in the future. Also maybe by then someone will have built a harbor, and we'll be able to grab a lux. I see the Mongols met the Zulu.

Printing Press is interesting because not only will it push the ai's toward demo (and Shakes!), but it will allow communication sales, which we might want to do to speed tech trading.

Builds? That's easy; we ain't got nothing to build. Push out a worker (making a little lemonade out of the delayed foresting, since we only run positive fpt without those forests), and maybe a colosseum if we can get a hold of luxes, and that's it. Wealth for a good long while.

Yes, ladies and gentlemen, please keep the sci slider pushed to the top as much as possible. Our beakers are currently doubled. (Once we get Cop's, they'll be tripled.) Our gold is only +50% right now. Thus, we get more out of our economy by running sci. It's the same principle with running specialists -- since scientists are 3 beakers and taxmen are only 2, in general you'd rather have a scientist.

It's easy enough to see, right now sci at 90% gives us 114 beakers, but sci at 0% gives us 85 gold.
 
Back
Top Bottom