SGOTM 02 - Team CFR

Well, I played. Not much to report, a quiet builder session. We have 1400-1500 beakers inested into Astronomy, GS will give 2500 beakers. Only a couple of turns left before switching to CS, next player should calculate everything carefully. GS is due in 7 turns, we should revolt to slavery in 6 turns, because only 6 GPP will be left for the last turn. Mao researched Feudalism, he is still the only one who knopws it and of course won't trade. Mansa knows Litearture, but we don't need it, I think. Nobody knows Machinery yet.

Noq we propably need to decide who will be our first victim :evil:, so that we can build the necessary roads and move units to the nearest ports (I have already built some catapults).

Akots still seems to be away, so Balbes is up now and Lexad is after him.
 
Congrats on breaking the 1000pts barrier. I must admit I've been a little preoccupied with GOTM10, so tomorrow I'm going to read once again carefully through our discussion.
 
We aren't using Madrid for specialists nd GPP - then how do we use it? Accumulate pop for slavery?
As for target, I'd go for Hatty. We could really use that 3-gem-mine city, also eliminating the most dangerous rival. And I hope she builds GLib by then :D
Thebes is good too, with cows and mines and woods to chop. The rest seem of little use.
Once we're in Germany we might wisg to chop a FPalace.

As we're going to return to slavery, one might find useful to refresh pop-rush bug and how to use it :D
 
Very nice!
We must switch to CS not later then after 3 turns. And, when we will use GS, don't research last Astro turn at 100% - it hasn't gain coefficient, so overflow isn't effective.
 
:goodjob:
If so will go further will be two variants of the description of sessions: quiet session of the builder and loud session of the conquester! :(
 
Dynamic, bulb overflow was fixed in 1.61
 
Lexad said:
Dynamic, bulb overflow was fixed in 1.61
I just tested it. It looks like they fixed only gain from High-Coefficient tech when switch to Low-Coefficient but not otherwise. When I research science with coeff 1.0 and then start with 1.2 or 1.4 overflow is still as 1.0. So, it's not effective to get overflow from 1.0 Astro to 1.2 Civil Service.
 
Whether it is necessary for us to accumulate forces of an attack up to any limit or to us will be enough 2-3 galeons + 8-10 Swords or Samurai + some Catas to start war?

Directions of impact there can be two Egypt or Incan as I understand?
Whether we are going to keep the grasped cities in the beginning/middle/end of war? And whether there will be our war with all world continuous?

Through how many turns we are going to begin war?
 
The AI don't seem to have much forces now, so we need to begin the war ASAP, even if we won't have many units (maybe in 15 turns or so). After that we should fight non-stop untill we win. We should group units in several stacks of cats/samurai to reduce defenses and capture cities. We may begin with just one or two such stacks and as we build more units we will split our forces further into more groups to capture many cities at once. We are also going to fight multiple AI at a time once we are strong enough. The general rule is that our units should spend as little time as possible moving and as much time as possible fighting. We should keep the cities we capture for now, except the most useless ones. They can build barracks and courthouse quickly (rush by chopping and whipping) and then units. Later we'll see - if our economy won't be strong enough we can start razing.
 
Dynamic said:
I just tested it. It looks like they fixed only gain from High-Coefficient tech when switch to Low-Coefficient but not otherwise. When I research science with coeff 1.0 and then start with 1.2 or 1.4 overflow is still as 1.0. So, it's not effective to get overflow from 1.0 Astro to 1.2 Civil Service.
Hmm, seems you're right! Thanx!

I wonder, why it is so hard to fix the bugs? Maybe cuz "doing things is hard"?
 
I agree that we should propably start with Egypt and then maybe once we are strong enough open a second front against inca. Note that the continent in long and narrow, and has lots of coastal cities. This means that we should build a lot of galeons and shuffle troops along the coast quickly, it will be much faster then by land. This also means that the value of engineering and guilds is less, because we will move units mostly by sea. So I propose that we stop research completely after CS.
 
Then we should have concrete production plans on 20 turns forward after opening an Astro.

Balbes
The production plan should be considered, described and discussed! Common plan is not enough!
 
However, I would stop chopping now, especially in port cities. In 15 turns remaining we will have a great load of catas, and most our cities produce ~13-15 hammers per turn (forge included). So we will have to wait for Samurai - must get money for upgrading swords by setting research to 0%, but this also takes time. And our Galeons would be insufficient to bring all samurai and catas, we should build plenty.
In the long-run equilibrium we need to bring from homeland 6 samurai every 7-8 turns (not including pop-rushers like Madrid, Barca, Cordoba, with them you need more). Thus we need a sigle-file Galeon chain capable of bringing 2 units every 2 turns, and some more for cabotage routes along line of conquest. The shortest way is just 2 Galeon long, but we need more to launch invasion in several places with enough forces. Building/rushing 4 Galeons should be enough.
 
@IL2T: I don't understand what you mean. Cities that still don't have granary, forge or lighthouse, should finish that stuff. Other cities should build cats now and galeons/samurais as soon as we get the techs. We should rush units every 15 turns in every city and take advantage of the whipping bug (there should be 45-55 hammers left in low food cities and 89-110 hammers left in high-food cities). As soon as we finish those basic buildings, we should build units, units, and nothing except units. What kind of a more detailed plan do you need? If we start talking about the micromanagement of every city here, it will take us forever to discuss everything. I think everyone in the team is competent enough to handle all the smaller details.

@Lexad: I agree that we should stop chopping catapults for now, lets use the workers to complete roads. But I think we should still chop near cities that don't have the basic buildings.
 
As I understood we begin war through 15-20 turns after discovering Astronomy. Am I right?

We can save some turns having defined minimally necessary set of armies and fleet. Then convert this to the production plan.
The third and fourth player after Balbes can already make nothing principally, it will need to use only that that have made up to it.
 
No, of course I meant that we begin the war in 20 turns from now! As soon as we have 2-3 samurai to cover the cat stack and galeons to transport them, we can start the war!
 
We need to build around 6-8 Samurais, 2-3 Galleons and several Cats for starting war. We must also learn Civil Service for Samurais. You can calculate the time...

But, we can accumulate forces on other Continent before attacking... so, may be 1-2 Galleons for beginning. About 2-3 Samurais - I think it's risky because of long time for sending new forces to help first troop.
 
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