SGOTM 03 - Geezers

Looking at the culture graph, I think Murky Waters got some ol time religion around 1500BC
 
Looking at the culture graph, I think Murky Waters got some ol time religion around 1500BC

The date of the jump is suggestive of an Oracle build, so I'm guessing they went for, and pulled off, a COL slingshot. It's hard to see how they could build the Oracle based on the production available in the starting spot, so I'd also guess they either did the same as us: moved their settler before founding, or went for a lot of chopping, or both.

Alternatively they could've beelined for judaism, but I'd have expected that to give an earlier religion-founding date.
 
Back home and notice a lot of discussion. :goodjob:

I think my vote for Coppertownski is clear. The fish spot it should be.

Research towards IW I stated earlier.

Regarding build order in Moscow I do not know. I am too tired to check the save now, so cannot say.

Need some sleep now and check in tomorrow.:sleep:
 
The date of the jump is suggestive of an Oracle build, so I'm guessing they went for, and pulled off, a COL slingshot. It's hard to see how they could build the Oracle based on the production available in the starting spot, so I'd also guess they either did the same as us: moved their settler before founding, or went for a lot of chopping, or both.

Alternatively they could've beelined for judaism, but I'd have expected that to give an earlier religion-founding date.

If They did a slingshot shouldn't their power graph shot up also?
 
If They did a slingshot shouldn't their power graph shot up also?

I don't think so. Power is essentially a measure of military strength, though calculated with a rather non-intuitive formula that takes some account of military-related techs learned and production capacity (I think the aim is to take account of your capability to build more military should the need arise). Building a wonder won't influence power. The tech might have a small effect on it but I think only if they use it to discover a 'military' tech, and I don't think COL counts, though I may be mistaken.
 
I don't think so. Power is essentially a measure of military strength, though calculated with a rather non-intuitive formula that takes some account of military-related techs learned and production capacity (I think the aim is to take account of your capability to build more military should the need arise). Building a wonder won't influence power. The tech might have a small effect on it but I think only if they use it to discover a 'military' tech, and I don't think COL counts, though I may be mistaken.

Thanks Simon,:crazyeye: I continue to find out more about this game and someday will be :king: of the hill:goodjob:
 
in Moscow, after the Workboat, I think we all decided we wanted another workboat and a worker. After that I think we need another galley because we could get OB with people by then so we can explore more and faster. Perhaps a library after that so that Moscow can grow a bit from all the pop rushing and worker building.

I'm happy with workboat(s) and worker. IMO whether we build another galley should depend on where the first galley is and whether we need another one for eg. transporting a settler anywhere. We certainly need another galley but a settler may be a higher priority.

I don't think we should build a library in Moscow. Moscow is primarily a production/poprushing city right now, and it's basically stuck on its present size until we can secure a lot more happiness resources, and until we no longer need to poprush things. At that size it's not going to give us more than 12-14ish commerce/turn. A library will add 3ish beakers/turn to that. ISTM spending 135 hammers to build something that gives us so little benefit makes no sense at this point. The library can alternatively give us science specialists, but if we take advantage of that, we'll decimate Moscow's production/poprushing ability, so I don't think that's an option yet. Like I said before, ISTM what's holding our science back is lack of cities with working cottages (and gems) around them, not lack of libraries. I think our next big priority should be founding another city in a location that favours building several cottages (and building them).
 
I'm dying to know. How do you pronounce your names? I'm totally stuck on pronunciation of Htadus. I can sorta probably-guess Dagnabit, but I can't figure which syllable the stress goes on (DAgnabit or DagnAbit)?

I'm also curious where your names come from (ditto Thrallia. I'm guessing markh and Sam_Yeager are your real names). But obviously if that info is private/you prefer not to say on a public forum, just ignore this post and I won't ask again.
 
I'm dying to know. How do you pronounce your names? I'm totally stuck on pronunciation of Htadus. I can sorta probably-guess Dagnabit, but I can't figure which syllable the stress goes on (DAgnabit or DagnAbit)?
.


:mischief: Well....it is silent H.....I think. :) It is not a real word just my name spelled backwards. It is a name from Sri Lanka. I've used it during age of empires era to mess with one of my buddies. We would play games in the same room and Htadus would give ol'Ironhyde all kind of problems. It was a riot cause Ironhyde was a top player but this Htadus dude knew all his moves and countered.:lol: Yeah.. he got me back when I was laughing hysterically one day and he figured it out. My poor English longbows were well ambushed.:lol: My defenseless cities were wiped out in no time by Teutonic knights.
 
Being an old codger "dagnabit" comes from the old westerns. It is pronounced Dag-Nab-It. It is what you would say if you hit your thumb with a hammer in a "kid friendly" movie.:D
 
Being an old codger "dagnabit" comes from the old westerns. It is pronounced Dag-Nab-It. It is what you would say if you hit your thumb with a hammer in a "kid friendly" movie.:D

:lol: I should have guessed from your avatar.

@DynamicSpirit - Your guess is incorrect. It comes from a series of books about alternate history.
 
Summary: Established Horse and copper town. Learn writing. Start IW. StP. is unhappy but building a Settler and Cap is building a worker. I think we need to establish the city spot north of Copper town since it has a risk of getting settled by India. There appear to be an island south of us. Oh yes....I need Ram half gig is a joke.


1300 BC (Turn 90): Pop rush oblisk in SP.

IBT: Judaism founded

1270 BC (Turn 91): Cap:Warrior>Workboat. Warrior set to MP. Settler to agreed site. Units fog bust and Galley to NW. Turn off science.

IBT: Zzzzz

1240 BC (Turn 92): Found Novgorod to claim Horses and Copper; start oblisk. Fog busting. Science to 100%. Science went from -2gpt to -4 gpt.

IBT: Victoria says Hello. There shall be peace and she do notknow any of our neighbors.

1210 BC (Turn 93): We are fully Fog busted. Meet Gandhi (Pinkish border) and he is pleased with Vicky. Bringing back the gally to pick up worker to road the horses.

IBT: Zzzz

1180 BC (Turn 94): ZZzz

IBT: Oracle has been built. Worker complete chop (40 shields? wow)-> complete Grainary.

1150 BC (turn 95): SP: Grainary>Settler. since SP is unhappy I wanted to buils a warrior but I recall Thrallia saying it is not a problem while training a settler.

IBT: ZZzz

1120 BC (Turn 96): Load worker.

IBT:ZZZ

1090 BC (Turn 97): Cap:Workboat>Worker. Workboat heading toward Horse town. Worker to horse tile.

IBT: Zzzz

1060 BC (Turn 98): Worker>Pasture before road since oblisk going to take 9 turns. Boats explore, including workboat.

IBT: Zzzz

1030 BC (Turn 99): We learn writing. Start IW. in 22 turns at 90%.

IBT: Alex contacted and asked for open borders. Said no for the moment. BTW, he likes Mao.... very much (he smiled!)

1000 BC (Turn100): Galley find indian border to west and will need OB to continue. Save and exit to desktop.

http://gotm.civfanatics.net/saves/civ4sgotm3/Geezers_SG003_BC1000_01.Civ4SavedGame

Thrallia - on deck
Simon
Sam Mark
Dagnabit- UP <-------
Htadus- just played
 
I just noticed that Real Ms. Byond has a 10 pt lead to 1000BC. All others who has played to that point has few points less than us. This is good so far.

BTW thanks for all the comments and discussions. I may not write too often or very much but I do appreciate reading your point of views.
 
Good set, Htadus.:goodjob:

One thing regarding worker actions. Maybe you already know. In Civ3 you could connect a resource or a lux by simply roading the tile and it gave you additonal commerce. In CIV this is not enough anymore. You have to make the necessary improvement (mine, farm, winery, etc.) to get "access" to the resource or lux, so I would always build the road last as the other action before gets you the gold, hammers etc. immediately after you have made the required improvement. Roading will not give you any commercial bonus as in civ 3, it is just to connect the tile to your network and make the bonus available, but you gain the hammers or gold a few turns faster by making the necessary improvement. The happiness or access to the resource comes then. Anyway you will get the happiness or health only after "working" AND roading the tile, so it is usually better to road the tile after the appropriate working. :) I do not know whether it comes clear what I wrote here.:crazyeye:

@Simon : Mark is my real name and the h is the first letter of my last name.
 
Roster is a little messed up. Updated :

Thrallia - on deck
Simon
Sam
Dagnabit
Htadus - just played
Mark - UP !
 
Nice! :goodjob:

Couple of observations going forward.

St. P needs a warrior badly to kill unhappiness. I'm tempted to switch Moscow's production away from the worker to build one (it's only 3 turns to build).

Worth renaming Novgorod to Coppertownski since that's what we've been referring to it as?

I'd like to sail the workboat around the island SW of St P and perhaps a little beyond (S of India?) - it has 22 turns before the fish it's intended for come into Coppertownski's radius anyway (alternatively, it can do the other St. P clam in 6 turns).

(EDIT:) Anyone who downloads the save: Take a look at the foreign advisor relations screen - it's cool! It looks like a pair of glasses.

btw suggestion: Is it worth players who are exploring making a note of what units they see in AI cities as they go past? - That'll give us clues about what resources the AI have. AFAICS if we don't record/remember that info at the time, there's no way within the SGOTM rules to recover it later on, unless it happens to coincide with an uploaded save.

For the next city spot, I'm erring towards Thrallia's westernmost recommended city spot, which we can cottage. This has the strategic advantage that once it's established, it looks like we'll be able, by selectively denying open borders, to completely seal off the rest of our continent from AI settlers. (That's definitely the case unless some culture unexpectedly impinges on us from the North). The disadvantage is it's the furthest spot from our capital (distance costs). Note this spot has no production, we're going to be almost totally dependent on poprushing (including for an obelisk before it can get the rice, though it'll pick up the gems quickly from Coppertownski's borders). OTOH settling near the Cows/Moscow looks compelling too - no strategic advantage but it'll speed our research slightly more.
 
We should definitely settle our spots asap as we cannot raze cities. Once an AI settles on our island the city will be there for all times.:mischief:
 
Oh yes....I need Ram half gig is a joke.

:goodjob: Good Job Htadus! Had the same problem with my old desktop, but even adding ram it was soooooo..ssssssssssssssssloooowwww. It has a nicer screen but I end up using my newer notebook to keep from going :crazyeye: !
 
I agree we need to get a settler to the western city spot soon. Our little Indian buddy is a digging fool and will be on our doorstep before we know it with his speedy workers. The Northern City spot looks to be a very good commerce city once we get enough happys. If we are delaying another galley for awhile, I urge we keep the first one near our fishing grounds. IMHO no threat from Gandi but I don't trust the pair to the SE. Especially if they like each other they are less likely to duke it out amongst themselves, but look for some other whimp on the block. And that could be us!:eek:
 
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