Sengir01 - Spying with a vengeance

I think we should settle dyes site first, followed by cow / gold site. That barbarian city should prevent AI's settling plans for a while, so we can leave it to be the third one.
 
I think the warring will happen eventually...no need to rush it.
I imagine that if we get 3 GGs over the course of the game we will be fine.
One for a supermedic and 2 for settling to give us 5 xp units.

An espionage economy will work best when we are at peace with the world and everyone else is fighting. That way we can stay on pace with our opponents techwise. I doubt we will ever have a significant military advantage over our opponents so we wont be taking too many cities by force. Thus a lessened need for GGs.

As far as where our next city should go...my gut says that we should settle the jungled over banana/dye/sugar city.
But then I think we have our hands full with chopping jungle at the moment.

Perhaps we could settle the derr/horse/wheat site in the tundra.
It isn't exactly ideal but it does have some advantages.
It will provide two new health resources that we will need to grow Cologne to a reasonable size.
It will cut off Ragnar from expanding his empire through our south.

I'm not really sold on any of our choices...none of them stand out to me.

I do have an alternate option for Meiz western most dot.
Move it 1W and 2N and it grabs two sugar, corn and banana.
Those are all food resources with no commerce value.
It would suck right away and require alot of work and patience.
With alot of chain irrigation, culture push and farms it could make a suitable GP farm.

With farms on the flats, mines on the hills, irrigation for all and pre-biology we have:
57 food (thats 17 extra food)
17 hammers (enough to build all necessary GP buildings)

Post bio and with windmills we have:
74 food (thats 34 extra food!)
13 hammers (enough to crank out 5 turns spies!)

I'm not sure how GP farms fit into the variant but snagging this spot might be worth our troubles.
 
1) Settle banana/sugar/dye
2) Iron connected
3) Road to sheep
4) Farm Cologne's rice & connect & chop jungle
5) Frankfurt's wb will get the crabs (couldn't resist) in 12 turns and try to get the corn there online
6) Bolster our troops a little - anyone opposed to a few archers also we should have access to horses in the not too distant future
7) I suck at trades - so when Monty completes Math in 1 turn are we willing to trade anything with him for it?
8) Are we definitely infiltrating WK? and if so I assume we want to do so in his capital and then steal CoL
9) Build some more workers and a settler or two
 
I think we can get all these spots fairly quickly, as research rate isn't really important for us and we can depend on infilitration EP's for a long while. So let's get those juicy spots asap before AI's get there!

I do have an alternate option for Meiz western most dot.
Move it 1W and 2N and it grabs two sugar, corn and banana.
Those are all food resources with no commerce value.
It would suck right away and require alot of work and patience.
With alot of chain irrigation, culture push and farms it could make a suitable GP farm.

I did actually concider that spot, but thought that we'd have a hard time battling the culture for bananas. But I can change my mind, right? :D. Your suggestion is a better spot when thinking for long term benefits.

2) Iron connected
7) I suck at trades - so when Monty completes Math in 1 turn are we willing to trade anything with him for it?
8) Are we definitely infiltrating WK? and if so I assume we want to do so in his capital and then steal CoL

2) I don't see a huge rush for getting iron just yet. Yeah, it enables swordmen for now, but I'd rather prioritize gem mines and new site before this.

7) Monty is the first one with Mathematics, so he doesn't trade it right away. But Alex gets it in two turns so that's not a problem for long :). Monty still lacks Alphabet, so try to offer that. Otherwise we can use HBR as a trade bait and throw some cheap religious tech on top of that if needed.

8) I think we have agreed to infiltrate Wang Kong. He's the score and GNP leader + CoL of course.
 
Plan sounds good, Norvin!

1-6) Ok / no comments
7) It seems more AIs are getting math shortly. So maybe wait a bit to see who offers the best deal. But in principle nothing against trading with our "friend" Monty... Unless he conquers whole Babylon and grows enormous.
8) I'd say yes, infiltrate WK. No need to infiltrate until a spy is in his lands (or actually until he has been stationary in a Korean city for 5 turns). Remember to sign OB with WK.
9) Definitely agree! As there doesn't seem to be much enthusiasm for active warfare, we should expand as quickly as reasonably possible. All Meiz's suggestions are fine with me, I'd go for the banana/dye/silk (or was it sugar?) site first as well, but followed by some more cities. I'd plunk one down south as well, iirc Ragnar indeed expanded there as well, but there are some places to pick up some resources and block Ragnar off a bit.

2 other observations
- we are in HR so we can and should grow our cities further
- I'd suggest we scout a bit along the southern shore of Frankfurt-lake to see what's there and to check till where Saladin's land extends.

Edit: crossposted with Meiz, geez, I'm a slow typer (21 minutes... :))
 
8) Are we definitely infiltrating WK? and if so I assume we want to do so in his capital and then steal CoL

Just want to make sure on this step. OB with Wang Kon first, get regular spy into city (does it matter which city? I assume the cheapest would be the best choice) for 5 turns and then infiltrate his capital with Great Spy then steal CoL.
 
Just want to make sure on this step. OB with Wang Kon first, get regular spy into city (does it matter which city? I assume the cheapest would be the best choice) for 5 turns and then infiltrate his capital with Great Spy then steal CoL.

I think OB only matters the moment you actually steal something, although I'm not entirely sure if it maybe depends also on number of turns you actually have OB. You can infiltrate sooner if you wish, but the point is that we don't need those spy points until we actually use them, so GSpy can scout a bit more in the mean time. Cheapest city must be the one closest to our capital.

CoL definitely is first theft target!
 
Turn 153 (305 b.c. a.d.)

Lay out a mess of signs to remind me of what needs to get done. Work the cows in Hamburg and proceed.


Turn 154 (290 b.c.)

WKOB.jpg


Korea and Germany now share open borders.


Turn 157 (245 b.c.)

Berlin (settler) and Hamburg (spy) complete their builds so I start two archers allowing them to grow towards happy cap. Waiting for spy to reach Pusan.

Turn 158 (230 b.c.)

Spoiler :
AlexInfringement.jpg


Alex is botching up our 2nd AND 3rd city sites. He’s also WHEOOHRN with poor Gandhi as his worst enemy. I smell a dogpile.


Turn 160 (200 b.c.)

Our spy is in Pusan and GSpy is in Seoul. Waiting the 5 turns for max discount.


Turn 161 (185 b.c.)


Spoiler :
TheGreatInfiltration.jpg


Found Essen. Should I have waited 4 more turns for CoL?


Turn 163 (155 b.c.)

Check espionage screen and we should have had the spy in capital instead of Pusan despite it being closer. Decide to leave him in Pusan for now but it is something we should pay attention to. Ragnar’s troops seem close to our territory.

Spoiler :
RagnarTroops.jpg


Turn 165 (125 b.c.)

Should get CoL next turn.

Turn 166 (110 b.c.)

Busted.jpg



Do we have any other ideas. 95% chance of success and we get busted.

Roster:
Whosit (all yours buddy :D)
nocho (on deck)
sturick
Meiz
Sengir
Norvin Green (done and dejected)




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Whoa, rough luck there, Norvin. Not much you could have done about Alex getting uppity, but the spy fudging wasn't something I would have expected. I suppose all we can do is send two or three at the same time and hope one of them completes their mission. But ya' play the cards you get an' all that.

Well, I'm interested in hearing what everyone else wants to do, but I have some thoughts. Since city sites 2 and 3 are bust for the time being, and seeing as how Ragnar might be getting some funny ideas and that we'll have to liberate some jungle from the Greeks . . . I was thinking I'd try to settle that lake-side production town I mentioned off-hand like, a page ago I think it was. North of Berlin. That is, I think we'll be needing to build us an army.

Otherwise, my plan would be to get us a troop of spies, fortify our borders, should I try to grab some of that southern land before Ragnar gets there, or wait for CoL/War/Kick Babylon Around?

Though, I think I could only realistically expect to settle a town and build some spies. I haven't looked at the save yet, but it doesn't sound like our armed forces pack much of an offensive punch. I'll want to mine the iron if it hasn't been already.
 
No need for other ideas, just keep on trying! Bad luck indeed, but well, that happens...

I'm not sure what site you're talking about, Whosit, at least I see no obvious place with enough food to sustain a big production city around that lake. Which is not to say that we shouldn't settle around there. I'm in favour of settling some (like 3-4) more places rather sooner than later, we'll get CoL soon anyway and there really is no problem if we have to move the spy slider down. EP wise we're doing fine!

So I'd focus on settlers, workers (there's really a lot of jungle to chop!) and spies. Powerwise we're ok, so no need to spam troops too much. Well, just enough for containment of Ragnar and maybe to get the odd barbarian city out of the way. Like down south, where it's occupying the sheep by the looks of it, and which could make a rather decent outpost with wheat, deer and sheep.
 
Speaking of ep's after infiltrating Korea I adjusted the ep's off of him and towards everyone else. After sleeping on it it occurred to me that the next plaer might want to change that back.
 
Norvin: Nothing you can do about losing with the 95% odds.
You accomplished most of your goals for the set so kudos! :D

While Alexs stupid new city fouls up our expansion plans for sites 2 and 3, we can still take and keep the barb city of Cumae. It would make a good production city for sure. We don't need to build a settler for it. It will make a nice defensive blockade for our empire. With the crazies to our Northwest we can't be too careful.

Whosit:
I would work together a crew to take and keep that barb city.
The settler in production could go to settle the iron/silver/sheep city.
Then produce another settler that will occupy the wheat/deer/horse site once we clear out the barbarians camping in the vicinity.

I like your iron production city that you mentioned earlier.
It just isn't in any jeopardy of being taken away from us right now.
We can settle that one once all of our other options have evaporated.
 
I don't see why we wouldn't still go for my originally proposed site, 1N of the barb city. We are guaranteed for corn + sugar and I'm confident we can steal the second sugar from Alex.

We could also move gold/cows spot 1E. It's not as good as the original spot, but still a decent site.

I'm sure that the southern tundra spots can still wait for a while.
 
I don't see why we wouldn't still go for my originally proposed site, 1N of the barb city. We are guaranteed for corn + sugar and I'm confident we can steal the second sugar from Alex.
We could, but if we take Cuman we get an iron in the BFC and an extra hammer in the city tile from being on a plains hill. And it saves the building of a settler. We'll need the units to take out the barb city anyway. Also it could get irrigated a tad quicker from the SE (with CS). Should wait until it's size 2 though.
 
I don't see why we wouldn't still go for my originally proposed site, 1N of the barb city. We are guaranteed for corn + sugar and I'm confident we can steal the second sugar from Alex.

We could, but if we take Cuman we get an iron in the BFC and an extra hammer in the city tile from being on a plains hill. And it saves the building of a settler. We'll need the units to take out the barb city anyway. Also it could get irrigated a tad quicker from the SE (with CS). Should wait until it's size 2 though.

But by moving 1 north we get more food and two additional grasslands for cottages, while still having enough production. Irrigation isn't that critical for this site anyway. We also get additional iron from southern tundra, while this sites iron is located in desert and not so great tile to work.

We would save a settler, but IMO moving 1N is worth it. Btw. the barb city is already size 2 now, if we still decide to keep it.
 
I don't feel strongly either way... Keeping it would mean a more production oriented city, moving 1N makes it more versatile, especially if we nick the second sugar.

By the way, is there a compelling reason not to take peace with Hammu? IIRC from when I looked at the save, we're still at war with him.

And should we become jewish? It's the main religion for now anyway.
 
By the way, is there a compelling reason not to take peace with Hammu? IIRC from when I looked at the save, we're still at war with him.

He was unwilling to talk until the turn prior to the end of my set. I didn't accept it as I knew that I would be stopping after 1 more turn and thought we could decide as a group. Sorry for forgetting to mention that in my post. :D

As far as the city discussion goes overall I'd think we'd benefit most from more commerce cities. Both Berlin and Hamburg have plenty of :hammers: to pump out units.
 
OK, sounds like there's plenty of discussion. I think I'll play short set today. Since there's a couple of options on what to do, settling-wise, I guess I'll have to make a judgment call. But I'll try to make it good judgment!

Oh, and way back @nocho: About the iron site north of Berlin, I suppose I did miscalculate when I first looked at it. It wouldn't be able to work everything until Biology, but I think there's enough room for farmland to work 3 hills until then. But, @sturick: Yeah, I guess there's no need to worry about that until we've nabbed everything else available.

So, my main goals will be settlement, workers (for jungle chops), and spying. I'll figure out what to do with the various barbarian cities. I suppose we do need more commerce cities, but we don't have a GP farm yet, do we? I think there was a suggestion for one somewhere . . . .
 
Spies, Spies, Everywhere

Turn 166, 110 BC

Alright, I don't think I've played a set in this SG since we were just a wee little civilization. Let's see what's happening.

Alright, the towns seem to be in order. Munich seems to be on Settler/Worker duty, which is fine because it's currently working all of it's improved tiles at the moment. Berlin will be making spies.

A few of our friendly neighbors are in war preparation mode, but they all seem to have worst enemies who are not us, so I think we'll be OK. Still at war with Hammy. A few of his towns look like they'd make nice prizes, but even with iron, I think we'd need catapults to take him down, which we don't have. However, I don't think I'll make peace just yet. Might as well stay on Monty's good side as long as possible.

Looking at what we have, I think that Frankfurt might be our GP farm. Crabs, Corn, and a couple lake tiles that'll benefit from a Lighthouse. It could also be made into a fair production site, but . . . .

Well, time to move on.

-End Turn-

Turn 167, 95 BC

Hamburg: Axeman < Axeman (3 turns)

It looks like we're keeping troops here to fend off Ragnar, but I'll move this one up north, just in case.

A jungle spawns near Cologne. Ugh.
Sengir01JungleGrowthcrop.jpg


Explore with spies, moving one/some to Korea.

-End Turn-

Turn 168, 80 BC

One of our exploring Warriors ends up going the same way as a Barbarian swordsman. Doesn't look good for our troops.
Sengir01ISenseDoomcrop.jpg


Barbs seem active around the southern settlement. Getting iron online so we can throw some swords of our own at them.

-End Turn-

Turn 169, 65 BC

Warrior is shish-kabob.
Sengir01YeahPwndcrop.jpg


Berlin: Spy < Spy (4 turns)

It's a long walk to Korea.

Turn 170, 50 BC

Hamburg: Axeman < Axeman (3 turns)

More scouting.

-End Turn-

Turn 171, 35 BC

Gandhi wants Open Borders. Well, powerful people don't like you, so I think we ought to keep our distance.

Settler due next turn.

-End Turn-

Turn 172, 20 BC

Munich: Settler < Worker (9 turns)

Alexander declars war on Wang Kon.
We may have to use up those EPs pretty fast.

Iron mine and Horse pasture are done. I send one worker pair north to chop jungle down.

-End Turn-

Turn 173, 5 BC

Berlin: Spy < Spy (3 turns)
Hamburg: Axeman < Swordsman (3 turns)
Cologne: Granary (finally) < Walls (7 turns)

We don't really need a Library in Cologne (though maybe for the culture). Figure walls for now just to keep our financial center safe.

Great Spy in a couple of turns. Gonna make the Yard in Cologne, I think that was the plan.

-End Turn-

Turn 174, 10 AD

Inexplicably, one of our Axemen fortified on a hill in the icy south is taken out by a Barb swordsman. I'll have to pull our settler back until new escorts arrive. (That swordsman only had 9% odds of winning!)
Sengir01WTFICDPcrop.jpg


Also, one of our wandering spies got caught right before he made it to the edge of Greek territory. Oy.

-End Turn-

Turn 175, 25 AD

The Koreans ask us to attack the Greek. Umm . . . no thanks.
Then Gilgamesh comes asking for Horseback Riding. We're about equal in power, so I say no. He drops to Cautious, though.

I'm also "pleased" to see that the Barb swordsman leveled TWICE from killing our Axeman.
Monty makes peace with Hammy, so time to do the same. He has nothing to give but peace.

Southern barb town has 3 archers. Will need a lot of troops.

Chop-chop at Munich. I hope that's alright.

Great Spy goes to Cologne. Workers chop-chop at Cologne. I know that's alright.

-End Turn-

Turn 176, 40 AD

Berlin: Spy < Swordsman (3) If we want to start taking Barb towns, we really need to get a mess of these.
Hamburg: Swordsman < Swordsman (3)

Noticed a Grassland Hill Forest at Hamburg that needs a chop/mine. Will do when nearest worker is available.

-End Turn-

Turn 177, 55 AD

Saladin comes demanding that we cancel our deals with the Koreans. Well, we're trying to steal from the Koreans, so I think we'll keep our Open Borders, but thanks for asking.
Sengir01AngrySalcrop.jpg

(The event wasn't that momentous, but I just think that his expression is funny when he's mad.)

Rargh, floodwater wash away the road connecting the Rice at Cologne, and we're too poor to afford emergency repairs. Fortunately, we have workers nearby . . . .

I create Scotland Yard at Cologne; we get a nice EP boost.
Sengir01SpyatReadycrop.jpg

Sengir01ScotlandYardcrop.jpg


-End Turn-

Turn 178, 70 AD

Ragnar founds another town somwhere.

Munich: Worker < Settler (15 turns)

I settle Dortmund west of the Barb town. Starts a Monument.
Sengir01Dortmundcrop.jpg


-End Turn-

Turn 179, 85 AD

Berlin: Swordsman < Swordsman (3 turns)
Hamburg: Swordsman < Swordsman (3 turns)

I decide to build some cottages on cleared land around Cologne to prevent jungle from growing back in those plots. That means it will take longer to clear all the plots, but it might be shorter in the long-run.

I have a spy spending time in Seoul. Pusan is cheaper, but when I sent the guy in, I misread the Espionage screen. It's not that much more costly, though.

-End Turn-

Turn 180, 100 AD

It seems that Alex is trying to play our game; we catch a Greek Spy poking around Cologne. Coveting our gems, are we?

My nerves are going. Will our spy be caught before he accrues the 50% discount?

Turn 182, 130 AD

Berlin: Swordsman < Worker (4 turns)
Hamburg: Swordsman < Worker (4 turns)
Cologne: Walls < Spy (12 turns)

I hope you guys don't mind the worker builds in B&H. We really need some more, especially with a new city down south and most our current ones north chopping jungle.

5 swordsmen will be gathered in 4 more turns. That'll be at the end of my set, so the next player can strike at Ligurian, the southern Barbarian town. With City Raider bonuses, should be able to take out those archers.

Forced to cut Espionage spending to 40%. Gilgamesh is working on Currency. That's a tech we'll want soon.

-End Turn-

Turn 183, 145 AD

The moment of truth . . .
Sengir01ToStealcrop.jpg


I receive a report on my desk: "Our Agent, Spy 1, has infiltrated the Korean magistrates in Seoul to discover the how they have codified their laws. We have just received word that he has successfully delivered to use the details of the Korean's Code of Laws which our own officials believe we can soon adapt to the German way of life. Furthermore, not only did Spy 1 complete his mission but he did so without detection and has recently returned to Berlin."

In honor of his achievement, I have renamed him "Spy 001." May he be the first in a long line of 00 spies.

Sengir01CodeofLawscrop.jpg


I switch Cologne's build to an 18-turn courthouse. I drop that to 10 turns by shifting a cottage to a plains hill mine. We can probably get courthouses up and running everywhere pretty quickly and run some Spy Specialists!

-End Turn-

Turn 184, 160 AD

Frankfurt: Granary < Courthouse (10 turns)

I shift all of our EPs to Gandhi because he's just a couple of turns from Calendar which we need to put planations on our Dyes (lots of cash) and Bananas and Sugar (food). Next player can redistribute points if they think I've made a mistake.

I send Spy 001 to Bombay to prepare. It'll take 14 turns to walk there, plus another 5 to get the discount.
Nothing else terribly exciting.

-End Turn-

Turn 185, 175 AD

Rather uneventful turn. I decide to build roads instead of cottages to stem jungle growth because they're faster.

-End Turn-

Turn 186, 190 AD

Gil comes and offers his Math for our Horseback Riding. I go ahead and take it because it's equal beakers. I also realize that I'm at the end of my set and I never even gave a thought to tech trades. Doy!
Sengir01Mathamaticscrop.jpg


Berlin: Worker < Courthouse (5 turns)
Hamburg: Worker < Courthouse (4 turns)

And just as things look up, the heavens open up and wipe out one of our cow pastures at Berlin.
At least our new worker has something to do . . . Oh, and a forest grows near Berlin, just asking for that Math-bonus chops.

Next turn, check to see if we can trade in CoL for Calendar from Gandhi and Construction from Alex (can't this turn 'cuz we just traded for Maths). I've canceled 001's movement orders and removed EP weights so that they can be redistributed most properly next set.

A spy arrived in Pusan, but all that's available in Construction, and we can probably trade for that. I've moved all units, except for our Swordsman Strike Team, ready to move out this turn.

A new Settler is due in 4 turns, as well, so we should be able to put down our second Ice Town with ease.
 

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