SGOTM 02 - The Real Ms. Beyond

How close are we to civil service/machinery? I think that once we hit samurai, we will be able to totally tolchock both Hatty AND Bismarck. Although I think some scouting is in order. Who needs an economy? Maybe a quick palace move will help?
 
Why move the palace? We're a few turns from being able to build the FP. Madrid should use its unhappy citizens to whip that courthouse as soon as it can. It might be worth whipping Osaka's forge for the extra production on the FP, and even considering a chop maybe - we NEED that maintenance reduction. We also have no markets in place yet; they're very useful especially when running binary science.
 
Osaka's forge is done. We can start research on both Civil Service and Machinery now if we want. We have all the prerequisites.
 
Turnset complete.

The play-by-play isn't very interesting. Upon getting the save, I made many changes to the cities. When we have plenty of food resources and not much infrastructure, people are production! Also, we needed a lighthouse before an obelisk on Stone Island, but I let it finish since it was once 2 turns from completing.

And I mobilized the idle workboats and put them to work scouting using the Japanese-German oceanic cultural bridge. Everybody gets to see the world. I tend to scout on the outskirts of the cultural borders. Once we declare war, we'll be limited to the coast. (And you see just as far inland from 2 squares out as from the ocean.)

When Madrid came out of revolt, it had a maintenance of 19 gpt! Fortunately, the courthouse was queued up and got whipped immediately. Osaka, till then working on a Market, was switched to the Forbidden Palace. I think it will be in a decent spot.

Our boats introduced us to Mao and Mansa. With Hatty and Bismarck (and the now-known-only-to-our-historians Isabella) that means there's only one more civ out there we don't know. (I think.)

We're researching CS at 0% having finished Priesthood.

In fun news, I killed a couple barbs, and got spooked by a barb galley that appeared then disappeared along the SE border near Tokyo. I've got a galley under construction there to park on top of our fish.

We got some money when somebody somewhere built the Colossus about 5 turns :mad: before we would have finished it in Tokyo.

The big news is that we're starting to see how the world is laid out. I've opened borders with Mansa and Hatty. Everyone seems to hate Mao, so he's still closed to us.

Here's the world as we know it at the end of the turnset:



The bad news is that everyone seems to be ahead of us in tech. I think Mao still lacked Alphabet, but Mansa didn't need anything. Most of the cities (except maybe Mansa's) are defended by many longbows and horse archers.

We are seriously outgunned right now. It will not be your usual Monarch romp to clean things up. We've been left behind by the world by not being in their trading loop and by taking so long to knock off Isabella and get our FP started. (Not a blaming statement, just a statement of fact.)

The other big news is that on the last turn of my set, I took and kept the barbarian city of Numidian on our southwest coast. I thought the location looked good. I've queued up an obelisk so we can get fish and sheep within the cross. I actually think we should make the workboat elsewhere and ship it down the coast.

Here are my thoughts about how to proceed:

1) It's not going to be a quick romp. Our main advantage now is that we have a big continent to ourselves. I think we should dotmap it and get it filled in with our cities. With FP there and a horde of workers, we should be able to make it productive before the AI gets astronomy and comes with its own settlers.

2) I think we need to work on some diplomacy. I don't know quite how to proceed, but right now it looks like the world hates Mao. We should probably hate him too.

3) Our boats are having fun exploring. I've got the galley heading east and a workboat heading west. Another workboat is going from city to city to scout the interior as much as possible. This map is *seriously* hand-edited!

4)I suspect there's another barb city in the southeast part of our continent. It probably produced the barb galley that I saw there. Two axemen and 1 sword took out the 3 archers defending Numidian at 95%+ odds each. And the first defender had CGI. (No cultural defense, but I had the catapult just in case.) Cities on a hill will be tougher.

5)The game is exciting again! I didn't want to delay this post by making a dotmap, but I think anyone who's interested could take this time to download the save (from the progress page), take a look, and offer thoughts about where to place our cities. I think we should be settling sooner rather than later, and could easily see that it might be appropriate to hold off on playing for a bit while we plan our new settlements.

6) I don't think Samurai are going to win this one for us....

Edit: Added the link to the save from the maintenance page:
http://gotm.civfanatics.net/saves/civ4sgotm2/The_Real_Ms_Beyond_SG002_AD0950_01.Civ4SavedGame
 
Great work! I'll see if I can put together a quick dotmap. But first, I must complete Adventure 13. :)

regoarrarr
BeefontheBone
Kodii
Compromise - just played
ruff_hi - UP
Snaproll - on deck
Zalson
EL_OSO
 
perfect timing - I have to finish off Adv 13 (week end fun) so that gives us some time to organize the dot maps.
 
Here is the sad dotmap that I made:

sgotm2dotmap.jpg


I like the green dot. It gets both sheep and horses, the two floodplains we missed and little overlap.

I also liked the spot that would take the copper, fish and deer, but that'd leave a giant gap. Therefore, I added the blue dot.

The yellow dot is a spot that gets iron and fish, but also leaves spaces in between areas. The white dots are all filler spots that we can put in later on. We have a lot of junk land that wouldn't be very productive.
 
Nice work people!

I have to work 0400-1600 M-F for probably the next month so I won't be able to participate as much as I'd like in discussions and playing time. I hope that my turnsets appear on the weekends to give me a chance to play.
 
Do we have six or seven AIs? We have either one or two AIs left to find before we can use the spoiler thread.

I have a feeling that Kyoto, Edo and Satsuma are surrounded by a ring of AI. In the long run, keeping the palace in Kyoto may be good, for the maintenance of the cities on the continent ring.
 
Wow... I don't think I have been paying about as much attention as I should. The palace was merely that, a comment. Without much thinking involved, apparently... I think that the FP being completed would be our best possible move.

Compromise, you're right. Samurai won't save us; we'll need a fortuitous world war, and then an ensuing tech advantage to take this game to the house. Maybe not so much as that, probably not as much as that, but who knows? There's still a whole lot of game left to play.

Have fun, ruff.
 
I've looked at the save and here is my game plan for the next 10 rounds ...
  • finish the forbidden palace
  • build settlers in Madrid - serious food there - huge future GP farm
  • don't settle any new cities until FP is finished
  • pull some trades with various people - we are on fairly equal terms with everyone so I will try and figure out who likes who, etc, etc and put us in 1 camp
  • no tech research although we can do CS in 14 turns at -66 per turn (currently 800 in the bank) - we are break even at 35% tech
  • going to try and trade for calendar and tech to optics - that will open astronomy which will open the world to us

Anything else?

PS - there are 6 rivals left and we know 4 ... so there are still 2 unknowns out there ...
 
To celebrate the completion of our Forbidden Palace, I invited Bismark, Mao, Hatty, Mansa Musa and Kubla Khan over for a nice cup of tea. During the performance of the tea ceremony, I had the chance to talk to each leader separately and found out that ...
  • Bismark likes everyone
  • Mao is pleased with Bismark but annoyed with Hatty and Mansa
  • Hatty is friendly with Bismark and annoyed with Mao and Mansa
  • Mansa is cautious to Bismark and Hatty, Annoyed with Mao
Kubla Khan was a late arrival and I didn't really sound the others out about him or him about them.

From this, Mao is certainly on the outer, Bismark is treated well by everyone and Hatty is just behind Bismark. I think I will not trade with Mao (except open borders) as he appears to be everyone's worst enemy. He actually contacted me later and asked me to stop trading with Hatty but I had to decline.

I contacted Bismark and cancelled the crab trade. I then traded crabs to Hatty for gems. Hmmn - I thought our mainland already had gems ... checks the map and found that our two group of cities are not connected via trade ... thus resouces in one location are not available in the other location. This will change when we discover astronomy (this should be our next target).

I sell Code of Laws to Hatty for 100 gold ... now that does sound like complete smoke ... but wait ... I then trade Code of Laws plus 100 gold to Bismark for Calendar (a pre-req for astronomy) ... it also lets our workers build plantations on the sugar. So, in the end, I traded Code of Laws for Calendar - both techs were equal becker value. Bismark offers me a trade of Alphabet plus 80 gold for Monarchy (the end of our happiness problems if we want to revolt) - but I decline. Finally, I trade our stone (were we using this?) to Hatty for spices. (some of these trades might be round the wrong way ... see later in report).

Arrrr - we were using the stone to build the Hanging Gardens ... but the HGs had been pushed back while we worked on a forge ... so we were not using the stone. I later whipped the forge (turn 8 or so) and Kyoto restarted on the HG ... we should cancel the stone / gem trade straight off.

We meet Kublai Khan in 965AD and trade Calendar for Monarch plus 20 gold. I also trade clams for dyes with Mensa ... I think I actually managed to remove all the unhappy people from Kyoto for a turn or two ... well, until it grew again ...grrrr

In 1055AD, Osaka whips the Forbidden Palace ... it was due in 22 turns when I got the save, I think I knocked it off in 7 or 8. We were break even at 35% science at the start of my turn and we are now break even at 60% science after the FP completes. I dial up the science to 100% (904 in the bank, running at -42 per turn, SC in 10 by the end of my turn).

Here are some wrap up photos at the end of my turn ...

Our current relationships ... I would suggest keeping Mao on the outer
sc-sgotmII0008.jpg


I did build one settler and started another in Madrid ... I think he should go here
sc-sgotmII0007.jpg


We had a three way intersection with only two boats ... I had to leave one unexplored ... this chap is now on his way back to explore past Spain
sc-sgotmII0004.jpg


Here is our galley, exploring around Kublia Khan ...
sc-sgotmII0005.jpg


And this is what we know of the surrounding lands ...
sc-sgotmII0006.jpg


Here are our current deals ...
sc-sgotmII0009.jpg


And, finally, some action for the next player ...
sc-sgotmII0003.jpg


Spoiler log :

Turn 230, 950 AD: The Real Ms. Beyond's Axeman (5.50) vs Barbarian's Archer (2.85)
Turn 230, 950 AD: Combat Odds: 98.5%
Turn 230, 950 AD: (Extra Combat: -10%)
Turn 230, 950 AD: (Fortify: +25%)
Turn 230, 950 AD: (City Defense: +70%)
Turn 230, 950 AD: (City Attack: -75%)
Turn 230, 950 AD: (Combat: -25%)
Turn 230, 950 AD: The Real Ms. Beyond's Axeman is hit for 14 (86/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 27 (73/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 27 (46/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 27 (19/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 27 (0/100HP)
Turn 230, 950 AD: The Real Ms. Beyond's Axeman has defeated Barbarian's Archer!
Turn 230, 950 AD: The Real Ms. Beyond's Swordsman (6.60) vs Barbarian's Archer (3.60)
Turn 230, 950 AD: Combat Odds: 98.2%
Turn 230, 950 AD: (Extra Combat: -10%)
Turn 230, 950 AD: (Fortify: +25%)
Turn 230, 950 AD: (City Defense: +50%)
Turn 230, 950 AD: (City Attack: -30%)
Turn 230, 950 AD: (Combat: -25%)
Turn 230, 950 AD: Barbarian's Archer is hit for 26 (74/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 26 (48/100HP)
Turn 230, 950 AD: The Real Ms. Beyond's Swordsman is hit for 14 (86/100HP)
Turn 230, 950 AD: The Real Ms. Beyond's Swordsman is hit for 14 (72/100HP)
Turn 230, 950 AD: The Real Ms. Beyond's Swordsman is hit for 14 (58/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 26 (22/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 230, 950 AD: The Real Ms. Beyond's Swordsman has defeated Barbarian's Archer!
Turn 230, 950 AD: The Real Ms. Beyond's Axeman (5.50) vs Barbarian's Archer (2.40)
Turn 230, 950 AD: Combat Odds: 99.4%
Turn 230, 950 AD: (Extra Combat: -10%)
Turn 230, 950 AD: (Fortify: +25%)
Turn 230, 950 AD: (City Defense: +50%)
Turn 230, 950 AD: (City Attack: -75%)
Turn 230, 950 AD: (Combat: -25%)
Turn 230, 950 AD: Barbarian's Archer is hit for 29 (71/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 29 (42/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 29 (13/100HP)
Turn 230, 950 AD: Barbarian's Archer is hit for 29 (0/100HP)
Turn 230, 950 AD: The Real Ms. Beyond's Axeman has defeated Barbarian's Archer!
Turn 230, 950 AD: You have captured Numidian!!!
Turn 230, 950 AD: You have discovered Calendar!
Turn 230, 950 AD: Hatshepsut's Golden Age has ended...

Turn 232, 980 AD: The Real Ms. Beyond's Axeman (5.50) vs Barbarian's Archer (2.40)
Turn 232, 980 AD: Combat Odds: 99.4%
Turn 232, 980 AD: (Extra Combat: -10%)
Turn 232, 980 AD: (Combat: -25%)
Turn 232, 980 AD: The Real Ms. Beyond's Axeman is hit for 13 (87/100HP)
Turn 232, 980 AD: Barbarian's Archer is hit for 29 (71/100HP)
Turn 232, 980 AD: Barbarian's Archer is hit for 29 (42/100HP)
Turn 232, 980 AD: Barbarian's Archer is hit for 29 (13/100HP)
Turn 232, 980 AD: Barbarian's Archer is hit for 29 (0/100HP)
Turn 232, 980 AD: The Real Ms. Beyond's Axeman has defeated Barbarian's Archer!
Turn 232, 980 AD: Hinduism has spread in Kyoto.

Turn 234, 1010 AD: You have discovered Monarchy!
Turn 234, 1010 AD: Mao Zedong adopts Vassalage!

Turn 235, 1025 AD: The Great Library has been built in a far away land!

Turn 236, 1040 AD: You have constructed a Forge in Kyoto. Work has now begun on The Hanging Gardens.
Turn 236, 1040 AD: Bismarck adopts Hereditary Rule!
Turn 236, 1040 AD: Bismarck adopts Serfdom!
Turn 236, 1040 AD: Aryabhata has been born in Guangzhou!
Turn 236, 1040 AD: Barbarian's Archer (3.00) vs The Real Ms. Beyond's Swordsman (8.10)
Turn 236, 1040 AD: Combat Odds: 0.2%
Turn 236, 1040 AD: (Extra Combat: +10%)
Turn 236, 1040 AD: (Combat: +25%)
Turn 236, 1040 AD: The Real Ms. Beyond's Swordsman is hit for 12 (88/100HP)
Turn 236, 1040 AD: Barbarian's Archer is hit for 31 (69/100HP)
Turn 236, 1040 AD: Barbarian's Archer is hit for 31 (38/100HP)
Turn 236, 1040 AD: The Real Ms. Beyond's Swordsman is hit for 12 (76/100HP)
Turn 236, 1040 AD: Barbarian's Archer is hit for 31 (7/100HP)
Turn 236, 1040 AD: Barbarian's Archer is hit for 31 (0/100HP)
Turn 236, 1040 AD: The Real Ms. Beyond's Swordsman has defeated Barbarian's Archer!

Turn 237, 1055 AD: You have constructed Forbidden Palace in Osaka. Work has now begun on a Market.
Turn 237, 1055 AD: You have trained a Settler in Madrid. Work has now begun on a Market.

Turn 238, 1070 AD: The enemy has been spotted near Tokyo!
Turn 238, 1070 AD: Barbarian's Galley (2.00) vs The Real Ms. Beyond's Galley (2.20)
Turn 238, 1070 AD: Combat Odds: 31.9%
Turn 238, 1070 AD: (Plot Defense: +10%)
Turn 238, 1070 AD: Barbarian's Galley is hit for 20 (80/100HP)
Turn 238, 1070 AD: The Real Ms. Beyond's Galley is hit for 19 (81/100HP)
Turn 238, 1070 AD: The Real Ms. Beyond's Galley is hit for 19 (62/100HP)
Turn 238, 1070 AD: Barbarian's Galley is hit for 20 (60/100HP)
Turn 238, 1070 AD: Barbarian's Galley is hit for 20 (40/100HP)
Turn 238, 1070 AD: Barbarian's Galley is hit for 20 (20/100HP)
Turn 238, 1070 AD: The Real Ms. Beyond's Galley is hit for 19 (43/100HP)
Turn 238, 1070 AD: The Real Ms. Beyond's Galley is hit for 19 (24/100HP)
Turn 238, 1070 AD: Barbarian's Galley is hit for 20 (0/100HP)
Turn 238, 1070 AD: The Real Ms. Beyond's Galley has defeated Barbarian's Galley!
Turn 238, 1070 AD: While defending, your Galley has killed a Barbarian Galley!

Turn 239, 1085 AD: The enemy has been spotted near Osaka!

Turn 240, 1100 AD: The enemy has been spotted near Osaka!
Turn 240, 1100 AD: The enemy has been spotted near Tokyo!
Turn 240, 1100 AD: The Real Ms. Beyond's Swordsman (6.60) vs Barbarian's Archer (2.40)
Turn 240, 1100 AD: Combat Odds: 99.9%
Turn 240, 1100 AD: (Extra Combat: -10%)
Turn 240, 1100 AD: (Combat: -25%)
Turn 240, 1100 AD: The Real Ms. Beyond's Swordsman is hit for 12 (88/100HP)
Turn 240, 1100 AD: Barbarian's Archer is hit for 32 (68/100HP)
Turn 240, 1100 AD: The Real Ms. Beyond's Swordsman is hit for 12 (76/100HP)
Turn 240, 1100 AD: Barbarian's Archer is hit for 32 (36/100HP)
Turn 240, 1100 AD: Barbarian's Archer is hit for 32 (4/100HP)
Turn 240, 1100 AD: Barbarian's Archer is hit for 32 (0/100HP)
Turn 240, 1100 AD: The Real Ms. Beyond's Swordsman has defeated Barbarian's Archer!
Turn 240, 1100 AD: Your Swordsman has destroyed a Archer!
 
I left in on Civil Service but I was tempted a number of times to go the optics route.
 
I think we know enough about the general shape of the world that we can start thinking about an overall plan.

I do think we should solidify our grasp on our remote continent. Depending on how things go, we might actually get a "free" palace move if our encircled holdings get trounced.

I like ruff's dotmap. I'd probably put some priority on the white dot in the east that grabs the wheat. I don't think we have wheat elsewhere and just about any site with a food resource is good for something.

One of the first things that comes to mind is: we might want to consider switching to Buddhism and Organized Religion (we'll probably need to get Monotheism) since we're probably going to be building a lot of infrastructure and the ease of building missionaries will mean that new cities won't have to start with an obelisk to pop borders. I guess it's possible to rely on the Mahabodhi to spread religion for us, but that's something we can discuss.

Is the temptation to switch to Optics primarily to get the circumnavigation bonus? That might be a pretty good idea. I'd originally started on Civil Service mostly for Bureaucracy, but with our non-Colossal, scientist-running capital, maybe that's not quite so appealing.

What I don't know about is how to go about taking on the AIs. Because of the way the diplomacy is working out, it looks like Mao would be our most reasonable first target (because everybody hates him), but that'll be geographically awkward. Maybe we'll have to wait to see who else is out there and how many good city sites are near our brand spankin' new Forbidden Palace.

Or maybe we think we can clear out the world without taking too many cities at all? I'm not sure. We'll probably want a couple on the mainland for healing and upgrading. But we might be able to make a quick campaign of it by doing an awful lot of razing and pillaging, picking off one AI at a time. Note: chariots are fun to pillage with, especially cottage/towns. It's pretty clear we'll need a boatload (boatload after boatload actually) of siege units.

Do we have a sense yet of how backward we are in tech? (Nice tech trading ruff, btw.)

Lots of stream-of-consciousness musings in this post. Maybe it'll generate some discussion. Lots to think about right now.
 
I don't think the palace gets moved any more, does it?
 
Here is a snap shot of the tech situation.
scsgotmii0010gx1.jpg

The tech that you cannot see against Mansa is ... oh what is its name ... you know, the tech that enables cross bows.

Kublia is missing metal casting (the only one that is) and will trade horseback riding plus polytheism plus 20 gold for it ... or he will trade optics (6 turns of tech) for it if we throw in 30 gold. I'm leaning towards the former as horseback riding is something that we would want and it is a dead end tech.

Optics is heading towards astronomy (the only tech that will enable us to attack anyone) but it will also enable trade across oceans which will actually connect our two regions and their resources.

I totally agree re monotheism and looked at that trade option quite a bit during my turn ... they wanted 330 for poly (2 turns at 100% science) ... no way was I going to pull that deal. I stayed with CS becuase it opens our UU ... bureaucracy is not going to do us any good at all (our capital sucks a bit re hammers and commerce)

For me, the battle plan is tech to astronomy, guilds and then attack with knights and our UU.
PS - it was Kodii's dotmap, not mine :lol:
 
The only question I have is with our Great Scientists - we should be able to get them to research (part of) Astronomy. but to do that we have to not research (I think) Civil Service or Theology since that would put Paper on the top of the GS researchway.

So, Machinery, Feudalism, Guilds, Optics are the ones we want, right?
 
You are right ... Civil Service is a pre-req for paper - WE REALLY SHOULD NOT FINISH THAT TECH.

Complete tech list for Great Scientist (down to astronomy) ...

Great Scientist:

Writing - known
Mathematics - known
Scientific Method - pre-req not known
Physics - pre-req not known
Education - pre-req not known
Printing Press - pre-req not known
Fiber Optics - pre-req not known
Computers - pre-req not known
The Wheel - pre-req not known
Philosophy - pre-req not known
Chemistry - pre-req not known
Fission - pre-req not known
Fusion - pre-req not known
Optics - pre-req not known
Paper - pre req is Civil Service!
Astronomy - pre-req are optics and calendar (known)

So, tech to Optics and then burn Great Scientist on Astronomy

I would tech the astronomy track first so that our two city groups are connected via trade and then swing back and pick up the offensive techs.
 
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