SGOTM 01 - Rat Pack

agree on grabbing the horses and use the war chariot to go after Catherine

do you guys know whether we get border expansions or do we need an obelisk for that? if we need a border expansion, we should shift the dark green spot 1 tiel east and the purple spot 1 tile northeast for the fish
 
what do you mean border expansions? We are creative aren't we?? byt he time we expand to horses we need to build road from capital to it...
 
the modified dot map
ratpack1000a.jpg


suggest to go for settler -> worker and then connect horses and cows
capital goes for rax and then chariots
 
oh, I just found out that Egypt is creative (forgot) and we get border expansions, so forget my modified dot map then
 
acidsatyr said:
0th turn - Tatran, please explain to me why is our only worker building road to nothingness, we researched BW almost 10 turns ago, we have NO SETTLER STARTED, but our 3rd warrior is getting build??? I think we made it clear that we need to get our key resources as quickly as possible.

Tatran said:
2830 BC (39)
Worker is ready.

@acidsatyr
You're overreacting.Relax man,it's too hot for it.
First we want the save the forests and now we're cutting them down.
We know where the horses are and the settler isn't even ready yet.
Also why didn't you rush it with a population rush?
We can't scout more area,so a third warrior isn't necessary.
 
lol, i'm not mad at all, I'm just wondering why you did what youdid
We will pop rush baracs and chariots
 
Alright, horses next to our capital is great. One thing we may be um... forgetting though is the permanent peaced nation. Is it Cathy? Even if it is I would still suggest blocking the choke so she can't expand that way and not signing open borders with her until we fill up our land.

If she isn't the pp nation we should be able to take her out quite quickly with war chariots, as long as she doesn't out expand us to the copper spot.

Who's up next?
 
knupp, you can take the next 15 turns, I am going bed now
 
Played 15 turns.

Founded Memphis.



I talked to cathy and said your head would look better on the end of a pole to see if it would let me declare and it did (though I said no when it asked me if I was sure) so we don't have to worry about her being our pp civ. Memphis's borders will expand in 2 or 3 more turns. It is building a worker to hook up that copper ASAP and build a road to the rest of our empire.

I don't think we need to be going after iron working right now. It is an expensive tech and we don't need it for anything that I know of. I left it there though which I wish I shouldn't have done.

I think we need to get two more cities up quickly. The pink dot so we can connect Memphis to the rest of our empire and the dark greenish dot to grab the horses. Then we can over run Cathy with our war chariots.

http://gotm.civfanatics.net/saves/civ4sgotm1/Rat_Pack_SG001_BC1900_01.Civ4SavedGame
 
great job closing the gap. Now we can connect the horses, get maybe some swords and go after Cathy once we have the required military might.

We also could go for cats to get some important support (construction). I guesswe will not bother about religions for now. WE can always take whatever Cathy did for us.

Roster
Tatran
acidsatyr
knupp

not played yet
TheRat
Greebley
Till
 
am playing now 20 turns...result coming soon
 
changed research to fishing for a small detour so the southern town can grow faster and grab that resource
decided to start the cottage business in our capital
founded Heliopolis and went for a work boat there as well for faster growth
barely beat a barb warrior at Heliopolis

Memphis whipped the work boat the moment it grew to pop2
worker will be done in 5
Thebes is on rax to grow to pop 5 and can then go for worker and settlers while we get horses up

worker is on the way north to hook up cows and horses
Heliopolis should whip the boat as well once it growns to pop2

IW is done in 3


now we have to decide which tech to go after next?

ratpack1300.jpg



Roster
Tatran
acidsatyr
knupp
TheRat - just played

either of you is up
Greebley
Till
 
:bump: Till or Greebley, can any of you take this game and play? I suggest skipping archery for now and go after construction for cats.
 
Inherited turn:
Everything peachy.

3
We learn Iron Working.
Set research to writing.
We have iron out of our borders:
civilization420060515222246122.jpg


5
Begin to connect copper. Memphis starts working on barracks.

6
Whip barracks in Thebens. Start worker.

7
Whip workboat in Heliopolis.

8
Start warrior in Heliopolis for fog busting duties.
Realized i goofed up and develop the wrong cow. Sorry!

12
Judaism spreads to our lands. Oh joy.


14
We learn how to write. I go for Mathematics next in an effort to get to 'pults as soon as possible.
An alternative would be to research the religios techs, now that we have judaism. But that would take away too many resources for little benefit from the upcomming war for my taste.


15
Whip granary in Thebes. Copper is online in Memphis. It might be worth to change research to Sailing, in order to get it online asap.
Warrior completes in Heliopolis. Start Settler to grab iron.
Once again, sorry for the cow mess up.
---------->The Save<----------​
 
I think we should settle that green spot to give us iron, and rice and speed up the connection, then get the horses hooked.

With a mix of axes, swords, chariots and cats we should be able to really harm and take on Russia.
 
I played and went mostly for Settlers. I feel we should settle ASAP given the position.

I just signed an open borders deal with Russia. I think we can grab the spots first.

I think we should also build a town on the indicated spot. It grabs 2 sea resources and can generate a good bit of commerce.

I fought a single battle. We won vs a Barbarian.

I also built an Axe. It was going to investigate Russian lands.

Here is the Log:
Turn 113, 805 BC: The Pyramids has been built in a far away land!

Turn 115, 775 BC: The Parthenon has been built in a far away land!

Turn 120, 700 BC: Moses has been born in a far away land!
Turn 120, 700 BC: The Oracle has been built in a far away land!

Turn 121, 685 BC: The Kashi Vishwanath has been built in a far away land!
Turn 121, 685 BC: Barbarian's Warrior (2.00) vs Rat Pack's Warrior (3.00)
Turn 121, 685 BC: Combat Odds: 9.9%
Turn 121, 685 BC: (Plot Defense: +50%)
Turn 121, 685 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 121, 685 BC: Rat Pack's Warrior is hit for 16 (84/100HP)
Turn 121, 685 BC: Rat Pack's Warrior is hit for 16 (68/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 121, 685 BC: Rat Pack's Warrior has defeated Barbarian's Warrior!

Turn 125, 625 BC: Elephantine has been founded.

RatPack1_BC625.jpg


The 625 BC Save
 
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