Math09: RaR, OCC, Space - take two

350 BC (0)
Research Barding first, although it probably doesn't matter.
Opt to complete VoD

IT: Barding >> Athletics

330 BC (1)
Lux to 20%

IT: Athletics >> Horse Breeding
Voyage of Discovery >> Longboat

310 BC (2)
IT: Mongols build a city next to the Incense.
Horse Breeding >> Mounted Archery

290 BC (3)
Athletics + Barding to Mongols for Seafaring + 15 gpt + 12 g
Horse Breeding to Mongols for 9 gpt + 43 g

IT: Mounted Archery >> Lateen Sail
Longboat >> Longboat

270 BC (4)
Scout on boat, boat heads north

IT: Lateen Sail >> Warrior Code

250 BC (5)
IT: Longboat >> Wind Mill

230 BC (6)
Scout on boat, boat heads south

IT: Warrior Code >> Engineering

210 BC (7)
IT: Siam completes Sphinx, Korea completes Mausoleum

190 BC (8)
IT: Engineering >> Vassalage

170 BC (9)
IT: Wind Mill >> Longboat

150 BC (10)

We should try to get the Oracle soon. Third longboat, if we build it, should dodge east.
 
Before my set I'll try and map a few improvements/wonders we want, and look around at what techs we need ASAP vs what techs we want to grab for the sheer SGL chance.

Might only play this week-end
 
May I join?

My SGoTM team is dragging their collective butts and I need a more regular fix and.... oh :mischief: , umm, hiya BeF, nice to see you here. Wassup!? :D

Anyway, this game sounds impossible so I'm sure I can learn a thing or two. I'm hibernating for the winter and am using the radiation from my computer screen to keep me warm. I might as well stay entertained at the same time.
 
:wavey: jb :)

You'll see that SG's have cycles, the amount of activity in them goes up and down and up and ... if it was entertainingly tough enough, it survives to the end. SGoTM's have a hard time with this because some teams could beat every game on Sid and others keep just afloat on Monarch, which makes for impossible and too-easy games, depending on where you stand.

I know you like to read, so you might want to take a look at Math06: the previous attempt, which really almost made it, if it weren't for the lack of control over our dominating culture opponent, we had it bagged.

Btw this will be played when I get home around 5pm EST
 
:) Hiya BeF.

You're right, I do like to read the threads and I already read thru Math06. Man, killer game.
 
When we started that game I did my own, as Siam (AGR/SEA). It worked really nice, but I had to struggle against a dominating force there too, feeding every tech useful to one civ and trying to suck the juice off of another one. This has got to be one of the toughest part of OCSC: managing opponents.
On a side note, that game was played on a 70% archipelago, which turned out to look very much like an archipelago but was in fact 100% connected, with 4-5 1-tile chokes :lol:
 
Pre-Turn: Match plan is Town Clock, Longboat, Monastery, Oracle (might start, not sure if the others will take 10 or 11)

Beeline for irrigations, then head for cheap sci buildings techs and/or SGL chance techs.

Trade Worker+6g to France for Riding

MM Lhasa for the beakers, sounds like we just missed a 1-turn Vassalage

T1.
Vassalage > Theology

T2.
Theology > Feudalism (costs 244, we produce 210 max, 136 now)

IT: S longboat sent W to explore

T3.
And 108 then.

T4.
Feudalism > Crop Rotation (2)

IT: We lose a longboat to the ocean

T5.
Lateen Sail for Coffee + Tropical fruits + 6g from the Celts. For some reason, 2 happy faces did only make 1 person happy. Lux stays at 20 :hmm:

Wool to Celts for 59g.

T6.
Crop Rotation > Scholasticism

T8.
Scholasticism > heraldry

T10.
Heraldry > Guilds

Monastery > Oracle

We need a greater beaker production, right now there's a bunch of 611 beakers techs that are unknown, 3 turns each, but after that 4 turns/tech will be painful. After the Oracle I'd go School, Guild and Academy (w/e order).

I've stalled the production where it is, we will get Oracle in 6. I suggest picking 2 "cheap" 2-turn techs, and head for more costy ones for our freebies (see picture for beaker costs).

Stalled 15 pop stats:
-commerce: 82 * 0.8 * 4 = 264, add 33 per 50% improvement, 66 (not 67) per 100%. this means 611 beakers in 2 turns isn't far away. We can do it now, but it wouldn't be useful.
-production: 21 * 2.5 (with guild) is 52. We can't do it atm because it requires more food to compensate the sea tiles, but eventually we'll get there. it's 42 atm.
 
Btw, the continent was reached Eastwards, the S-most Westwards boat sunk, the other one is alive and sailing its scout on...

Roster:
Math -
B -
Smart - UP
Dave - On Deck
jb - ?
 
Guild Hall requires gold, so we won't be building that for a while.

If we get an SGL, we need to save it to rush International Port on first turn of GA, which we will probably trigger with Cop's. If we are lucky enough to get two SGLs, then we can rush Leo's followed by IP.

jb is welcome to join.
 
Pre-turn
My plan is to get two 733-breakers techs for free from Oracle.
Set research queue to Alchemy (2) >> Gunpower (2) >> Matchlock (3)
Move citizen from hill to grassland to get Oracle one turn later, after researching Matchlock.
Researching Alchemy.

Turn 1
Contact with Coreans. Nothing to trade...

IT
Mongols demands Naval Spirit.
Longboat with scout sinks in ocean.
Alchemy > Gunpower.

Turn 2
Meet Egypt.
Trade to mongols Wool for Dyes and 139 gold. Move lux slider to 10%

Turn 3
Zzz

IT
Celts complete stonehedge.
Gunpower > Matchlock.


Turn 4
Meet Siam

Turn 5
Zzzz

Turn 6
Zzzzz

IT
Took Metallurgy and Theory of Warfare from Oracle (both 733-breaker techs)
Researching Guilds.

Turn 7
We must increase scientific research and we can build School(4), Lab(4), and The Academy (5). I started working on Academy, because it increase science by 100%

Turn 8
Build embassy in all civs on our continent to make them Polite.

IT
Guilds > Education

Turn 9
Our land is fully improved, what workers should do now? I upgraded them for free to Peasants

Turn 10
:sleep:
 
Celts having Stonehenge makes them a more likely potential ally against the mongol hordes. I think we'll need to buff them up to keep them in-game with the mongols. It'd be awful to get run over by the mongols, and awesome to balance powers in here.

Roster:
Math -
B -
Smart -
Dave - UP
jb - On Deck
 
I agree with helping the Celts so that the Mongols don't become too powerful. I would not be opposed to giving them all ancient techs, just to be sure the Mongols cannot sell them anything. It may also be in our best interest to sell tech to the Mongols for their available gpt.

I suggest that have our workers build a road to and fortress+barracade on the iron. For as long as those Mongols cities don't expand, we will be able to build a colony. However, we should not colonize the iron until we are ready to build military. Military alliances require Political Philosophy.
 
:bump: :confused:
 
Thanks for letting me join. I'm still around.
 
I don't want to hold y'all up, so guess I'll change my style to "play now or skip" instead of trying to fit it in my next available play time (which is a lot less right now than it had been before).

BTW, I never say I've got it if I know for sure I won't be able to play it -- it's not a good month for interruptions. :sad:
 
I can play this evening but am comfortable letting Dave go forward here. Being that this is my first set of turns I will be very cautious (read slow) about these ten turns.
 
As is usually the case w/ me I'm having a bit of a problem w/ the mod. Will post when it seems to be working.
 
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