SGOTM 01 - V Q

Well it was already started when I got the save. I was thinking of switching it to Iron Working but decided to leave it there.

I think we should make peace with Cathy when she has one city and get some techs from her to justify getting the alphabet though.
 
Great turnset eektor! Decalring on Cathy in time to nab her settler was the best thing to do! :thumbsup: I didn't want her getting that copper hooked up!! Let's watch out that she's not building Horse Archers (not sure if she has HBR yet?)

Hopefully Bobrath can take it to Cathy. I also agree, raze Rostov, and replace with our own city in Greyfox's Blue Dot. IMO St. Petersburg can stay where it is...

Roster
Maquis == On Deck
ChrTh
GreyFox
Eektor == just played
namlaiM == Jumped the gun...
bobrath == Up!
 
Great turns, namliaM and eektor!

No real harm done on jumping the gun, but its not very nice ;) No Civ during the work week? Jeez, please do make an exception for fox-03! :lol:

I think, namliam's overzealousness is just to proof to us we can get Pyramids and rush Cathy ... :mischief:

Normally I will not agree to razing city, esp this earlier, and esp when we are going for domination. But in this case, yes, please raze Rostov. Trust an AI to screw up on city position.

Continue rushing Cathy. If we can finish her, by all means. No point stopping just to justify alphabet. But of-course if you guys want to extort techs from her, its okay. I think that will help this early.

Congratulations guys, we are still ahead of the pack, and though some of the famed teams (read: RB) is currently having a steeper slope, it remains to be seen if they can maintain that slope.

I am surprised by the whipping of pyramids this early, but I guess Lord Eektor (nice story, BTW) needs a troop fast.

Not sure if VQers know this technique, but a quite well-known whipping method (I think propagated by Muntineer, he called it the double-whip technique) is to whip a unit/building at its last turn, so that the overflow in production will allow you to produce the next unit (presumably a military unit) in 1 turn while maximizing food to allow the city to grow back. With Thebes surrounded by floodplains, I think this technique would work great here.

Eg: first you produce chariots (assuming it takes 3 turns). For the first 2 turns, you maximize food. The last turn, you maximize hammer and whip the chariots, so that the overflow in hammers allow you to produce another chariot in 1 turn. There, you have produced 2 charriots in 4 turns where it will normally takes 6. And for this to be effective, the city should grow back in this 4 turns, so that you can rinse and repeat. The only cost is the exteremely long period of unhappiness due to the whip.

--
 
I've read what's going on so far, but won't be able to play til tomorrow. So plenty of time to give me reasons to keep Nara (err Rostov).
 
ChrTh said:
Sweeet ... Pyramids and war with Cathy :thumbsup:

EDIT: Quick question: Why Alphabet?
Alphabet was my pick. To be able to trade/extort some lower end techs we skipped out of Cathy... :)

Maquis said:
namlaiM == Jumped the gun...
Again, sorry about that (last time I prommiss, but I feel really bad for geopordising our game) :blush:
GreyFox said:
Continue rushing Cathy. If we can finish her, by all means.
In that respect, does the Lib in thebes make sence? Chariots and more of them? Every now and again making/whipping a settler in between?

Getting back to this dotmap by GreyFox
sgotm1-vq-dotmap.jpg

The green one just got a whole lot more intresting...
The dark blue, maybe that should go 1SW on that dessert tile?
Purple 2 SW on the river, just west of the cows?
Teal 1 south...
 
@Bob: you want reason for keeping Rostov? How about: "because GreyFox says raze it?"

@namliaM: if we are going to keep St-Pertersburg, keeping bluedot where it was is so much better. No problem with cyan dot. It was an arbitrary placement. You can move it south. The optimal position is of-course 1 tile north of sugar, but that is 1 tile away from coast -- a big :nono:. Alternative is on the sugar, but you loses the food bonus, again a :nono:.

Abt library in Thebes, we can always wait til the library is about to be completed, and whip it out to achieve a 1-turn chariot. The double-whip method applies to both infracstructure and units. It is a good way to rush units while still allowing a decent infrastructure development. But normally this is used to rush the settler (whip builidng at last turn to have enough hammers overflow for settler to be built in 1-2 turns).
 
About the library, I was thinking about doing war chariots. Instead I chose library, because Memphis was doing a good job churning chariots out every 3 turns and I didn't want to raise our unit cost too much. I mined a plain hill in Memphis and is mining another one to get more hammers in Memphis. Besides I thought with five chariots we should have enough for taking Rostov out.

Edit: The double whip method could be useful to build a settler after the library.
 
About a possible settler: we don't have archers yet, so we probably shouldn't build Blue or Teal until after we've researched archery...unless we think we can get St. Pete's taken pretty soon after Rostov, and even then I think we should settle Teal, not Blue. I'm really concerned about holding St. Pete's without archers too.
 
AlanH said:
Individual start files for all teams will be available on the SGOTM Progress and Results Page at midnight, server local time, at the start of May 12.
BTW, you can change the graph on this page to show culture and power rankings (in addition to thread count). Interesting to see on the power page our obvious jump into UU war mode.
 
namliaM said:

Note Memphis and Thebes are allready connected for trading :)

Just a thought... but perhaps that one tile that was our original 1E city choice is somehow glitched by having rivers on both corners and Civ thinks there's a river connection there... Reaching for straws I now, but this has bugged me since if there's a real dynamic here, I'd like to be aware of it for future games. Any time I don't have to road a new city is a good thing.

@Fox - sounds good to me! ;)
 
Perhaps. I also couldn't figure out why ... But I think bob, you are right. I recall we use to need to road a resource beside the river in order for it to be connected through the river. Somehow, after either 1.52 or 1.61 that is no longer the case (i think).

IMHO, its better to get one more chariot out to rush St. Petersburg as well. No point stopping at Rostov .. (raze it, damn it, bob!)

Alternatively, if a settler is to produce after whipping the lbrary, I suggest going for green dot. It is food rich, and growth is everything in the early game. There is also 2 hills available for mining in greendot, so it can also produce units decently (at least earlier on). But do we have a spare wrrior to protect the settler and eventually the city? I recall there is a Russian scout ot warrior up north during my turnset, so we can't leave things unprotected.

--
 
We have one spare warrior left right next to Rostov. After Rostov is taken you can send that one to the green spot. As for chariots Memphis is continuing to churn them out. Oh and there are no Russian scouts or warriors up north. We do have to watch out for Incans coming from the east.

bobrath said:
BTW, you can change the graph on this page to show culture and power rankings (in addition to thread count). Interesting to see on the power page our obvious jump into UU war mode.

Nice one, I didn't know you can change it from the score to anything else. Looks like we are doing pretty good and we aren't the worst in terms of posts per turns :) I wonder if those that rushed Cathy sooner might get ahead in points so the ones whose power spiked up earlier than ours might go ahead in points.
 
Remember that chariots get no defensive bonuses, so if you're going to defend a city with them, bring plenty.
 
GreyFox said:
And nice brand new avatar! :lol: compliments from jeepjeep, if I recall correctly ...

Yep ... but I plan on getting rid of it when I get back from this upcoming weekend's trip.

I just realized, you follow me in this roster ... hmm ... :devil: :mischief:

;)
 
GreyFox said:
Perhaps. I also couldn't figure out why ... But I think bob, you are right. I recall we use to need to road a resource beside the river in order for it to be connected through the river. Somehow, after either 1.52 or 1.61 that is no longer the case (i think).
Course now I wonder... is there an unrevealed resource in that location that is causing the connection or is this just an inadvertent circumstance. Namliam get us a demo map post haste!!!


(raze it, damn it, bob!)
Maybe.:p


Noticed this in Eektor's turn log:
Turn 103, 955 BC: Confucianism has been founded in a distant land!
...
Turn 105, 925 BC: Huayna Capac converts to Confucianism!
Just something to keep in mind if we start seeing a confused neighbor.

Am I up for 20 or 10 turns?
 
bobrath said:
Course now I wonder... is there an unrevealed resource in that location that is causing the connection or is this just an inadvertent circumstance. Namliam get us a demo map post haste!!!
Say what??
bobrath said:
Noticed this in Eektor's turn log:

Just something to keep in mind if we start seeing a confused neighbor.

Am I up for 20 or 10 turns?
Thats 2 religions to conquer. He got Judaism in my set...

Does Memphis have enough food to sustain those hills? We should irrigate if needed....


About the blue city. Copper would be very nice to have, if only to mix in a couple of Axe...
The further plusses of the blue:
1) On a hill
2) If we can pillage the road on the cow, it has 2 tiles to cross from those hills near petersburg in case of any HA's or Chars. (Cathy do have Horses)
3) Close off in case we need to make (temp) peace with Cathy and/or cannot take the hillbound Petersburg.

On the powergraph... There is not that much difference between the other teams and our graph... Tho CDZ is spiking hard...
 
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