SGOTM 03 - Gypsy Kings

Thinking about how we might have sped up our victory, I was impressed with the effect that shared war had in getting others to vote for ues. Next time, we should use the method of enticing borderline voters into a war with someone else and then joining the war to garner their votes. We might have won 30 or 40 turns earlier had we done that.
 
I think the shared war idea would have indeed shaved off a couple of turns for us.

After scanning a couple of other threads, I am very impressed with the way we operated diplomatically. We seemed to have much fewer -1 traded with worst enemy and declared war on our friend than others do.

On a side note, I read in the Peanuts team thread that we get an invisible -2 modifier for votes for the aggressive AI setting. They also discussed a few other internal voting variables that make calculating points required for victory pretty difficult.
 
I saw something posted somewhere (maybe war academy, maybe a thread) that was tallking about some 24 or so items that factor into the diplo standing, and I recall somthing about the negatives on Aggressive AI. The negatives were calculated only with respect to the human player.

So, Joemama and Scout214 ... are you joining us in the playng of SGOTM 1 ??

If no one else has claimed it and the plan looks pretty clear, I might be able to play on tonight.

dV
 
I'd pump a couple of warriors while city grows, for some fogbusting, then we could pop/choprush the 1st settler. After that, war chariot rush? Or peaceful settling? :confused: It might depend on copper location and Cathy's access to it. ;)
Seems pretty straighforward. Where to settle first? Don't have the save in front of me, but do we want the stone first? Or are we still waiting for BW to reveal copper?

An advantage of war chariots is they will make great pillagers, move and pillage in same turn. So we might be able to pillage Cathy's copper and chariot rush her.

Any thought on domination vs diplomatic? Domination might demand the early rush, while perhaps diplo can start more peaceful?

dV
 
It is against my playing style, but I guess Dom should be faster most of the time. And if we want to use our UU, the sooner the better. I think BW will be finished before the settler so you can take an informed decision at that time. Maybe pass the save or post a screenie when settler ready? I can't remember the details. Have fun!
<C63 runs back to the Napoleonic affairs a.k.a. GOTM14> :lol:
 
Sober now, Agent Tamborine has a bit of news.

Geezers is now 8 turns away from our mark. The seem to be about 85 votes short, and they get at most three more voting shots. At their next turnset handoff we will know if they beat us or not. Seems unlikely. But still need a look at their latest save.

Murky Waters is set to build the UN on their next turn it appears. It reads like a war they were sharing is now over, so they have lost shared war points with perhaps 4 allies at once. They note that some are now only pleased. They are hanging their hats on the +11 threshold, just as we initially did. If it turns out that the threshold is really +13 or +14, then it should make for some entertaining reading to see what they post when they get their first victory vote surprise (remember how much fun that was for us? :cry: ) So maybe their perfect little diplo world is going to fall apart, like ours did. I thought I had 8 civs lined up to vote for us when I handed it off to C63 with 5 turns to the UN, and we know how that turned out :eek: :lol:

Murky Waters has 1415 posts in the thread :eek: :eek: :crazyeye:

dV
 
It is against my playing style, but I guess Dom should be faster most of the time. And if we want to use our UU, the sooner the better. I think BW will be finished before the settler so you can take an informed decision at that time. Maybe pass the save or post a screenie when settler ready? I can't remember the details. Have fun!
<C63 runs back to the Napoleonic affairs a.k.a. GOTM14> :lol:
I am notoriously slow at domination wins. I have tended to keep cities as I take them, and I now think I should raze all that don't have wonders or exceptional locations. Then no troops are wasted on defense.

This would not apply to the first civ attacked, as we want to keep good cities to get to the 6 to 8 city size I would think. Maybe this game will teach me how to play the dom win faster.

C63: good luck with the GOTM 14. Vive la France! (at least for now :D )

How exactly are you getting the save embedded in the post? It's not like I can upload this one to the progress page :lol:

dV
 
@dV,
The stone is already within our cultural boundaries, we just haven't started to hook it up. I started our worker on cow pastures working out towards the horses. He will then need to road the horses back and head for the stone. Which stone wonders are we after? I would think Mids for sure!

Also, I would hold off on building to many warriors with the horses coming on line soon. We might as well just build Chariots when we can.

GIA Update: Murky Waters is the team we need to worry about. They just completed the UN and got voted SG @ turn 356. They don't look like they have enough votes right now, but they have about 40 turns to figure it out, about how long it took us>
 
@dV
How exactly are you getting the save embedded in the post? It's not like I can upload this one to the progress page

I use the manage attachments screen to upload the save file, and then copy the link into the post.
 
@ All,
Here is an idea that I found to be very clever and original!!

I guess our plan is to build the UN in a crappy city and gift it away. That means we need a crappy city and for that we need a victim. Anyone got thoughts on who that should be?

Obviously, they were the pop leader and would be in the vote regardless of who controlled the UN. I wonder if we had tried this if we could have taken a few turns off our finish?
 
Obviously, they were the pop leader and would be in the vote regardless of who controlled the UN. I wonder if we had tried this if we could have taken a few turns off our finish?
Interesting ... is the one guaranteed to be in the vote the owner or the builder of the UN? And is that guaranteed to be in the victory vote, or just the Sec Gen vote? Have to be sure of those mechanics before undertaking such a maneuver! :D

Want to give it a try in SGOTM 1? :lol:

dV
 
I'd pump a couple of warriors while city grows, for some fogbusting, then we could pop/choprush the 1st settler. After that, war chariot rush? Or peaceful settling? :confused: It might depend on copper location and Cathy's access to it. ;)
Oh great Conquistadoracle, it has all come to pass as you have forseen! :worship:

The only copper was next to the desert square in the west, on Cathy's border. I built two more warriors (just as you forsaw), had moved one to the stone city site, but then saw the urgency of competing for the copper right away. Started chopping, but ultimately pop rushed the settler. The chop gave me a quick third warrior (our fourth on the board) so that the second warrior could protect the settler on the way to the copper, while another was already at the site. The fourth is fogbusting north of the horses.

Just settled Memphis on the desert square in the west, right on Cathy's border. We have the copper, and the cultural tug of war is on. If we were not creative, I might have had to settle on the hill. I think we are on the border of Moscow, so its 2 vs 2 for culture right now. One warrior is in the city and one is one square away. Five turns from roading the horses, 3 from a worker in Thebes. Researched fishing, and now working on pottery. I think next we spam war chariots and send them to Memphis. To defend, and to perhaps make a chariot rush, unless she has more copper elsewhere.

Perhaps an aggressive gambit, but it made sense to me.

dV
 

Attachments

Just uploaded my GOTM14. 2am here. Have to be up at 6:30am. Those endgames can be a pain, sometimes. I am tired.
Good job, dV. If noone else is interested I'm able to continue our shadow game the day after tomorrow.
Cyall.
 
I think Murky Waters may get us. It looks like they tried the maneuver that I found in the other thread. Their voting rival is Isabella, and Izzy only has 7 votes. So they must have given her control of the UN, a brilliant tacticle and diplomatic move. They are at turn #362, we are probably in trouble. I just looked at their last save. They must have pop rushed all the pop out of Madrid to build the UN, and then gifted it back to Izzy. It allowed them to control almost all of the pop of the former Spain and give a huge portion of the land back to help avoid the dom limit. Very smart, wish we had thought of it. Our only hope is that some more of the AI's start to go for Free Religion and disrupt their voting block. Keep your fingers crossed.
 
RE: SGOTM1
I think we need to go after Cathy early. As soon as we fill in the top half of our island, maybe sooner. It will probably be our only chance to effectively use our UU, then we head for Astronomy with cats and maces and knights. That is just a general outline of course, many specifics still to be determined.

I think we are on the border of Moscow, so its 2 vs 2 for culture right now.

Moscow is further south, but Cathy is also Creative so it is 2 vs 2, probably St Petes. I don't think she could have gotten 2 cities out in this amount of time. She also founded Hindu, it would be great if she would build that shrine for us again!!!
 
I think Murky Waters may get us. It looks like they tried the maneuver that I found in the other thread. Their voting rival is Isabella, and Izzy only has 7 votes. So they must have given her control of the UN, a brilliant tacticle and diplomatic move. They are at turn #362, we are probably in trouble. I just looked at their last save. They must have pop rushed all the pop out of Madrid to build the UN, and then gifted it back to Izzy. It allowed them to control almost all of the pop of the former Spain and give a huge portion of the land back to help avoid the dom limit. Very smart, wish we had thought of it. Our only hope is that some more of the AI's start to go for Free Religion and disrupt their voting block. Keep your fingers crossed.
Yes, we should start getting used to silver! :cry:

They were 15 votes short in their first vote, here is who voted for them:

Hatty P+11, vs P+4 with Izzy
Caesar P+11, vs P+2
Vicky F+16 vs C-1
Toku F+15 vs A-2
Capac F+15 vs C+3

So why did Hatty and Caesar vote for them? We had P+11 or higher Pleased not voting for us (in fact, wasn't Monte voting for Toku althought more pleased with us?).

My hypothesis is that the PA screwed us in the UN !!! :eek: :cry: Have not done the math yet, but perhaps team score is the average of our score and Mao's score? We should have a look and see if Mao averaging takes us below +11 and explains the non votes.

Or the PA doesn't change the score, but changes the scoring threshold, so maybe we needed +14 or so to get votes, or needed Friendly to get votes.

We should replay our save just before the PA, skip the PA and see if we get more votes without it. Or go back to before the UN, and see if we can practice this same maneuver. Well, at least we are learning something.

Hatty and JC are P+11 and +3 of it for each is mutual military struggle but the wars are now over. Will the +3 wear off as time since the war gets longer? If so, they will go below the magic +11 and that may lose them 100 or so votes. I don't see them as well positioned to add more civs to their block (others are not on edge like +9 or so), but they might maneuver new wars to maintain Hatty and JC.

So they are in good position but do have some potential hurdles. We will have to wait and see.

So far, no comments have appeared about why GK score line has not moved for almost a week. Is no one looking at it, or thinking about it, or are they just being quiet?

dV
 
RE: SGOTM1 ... Moscow is further south, but Cathy is also Creative so it is 2 vs 2, probably St Petes. I don't think she could have gotten 2 cities out in this amount of time. She also founded Hindu, it would be great if she would build that shrine for us again!!!
Confusion solved! ;) I thought I saw a city further south, when the warrior found the orange border near the desert square I thought I had found a new city's skinny square, meaning I could not settle the sea bridging desert. At the last minute I decided to put the settler on the desert and see, and sure enough he could settle, so then I knew I has found a fat cross. Didn't think to chech if Cathy is creative, so assumed it was Moscow. Now it all makes sense! :goodjob:

I'd like to chop a war chariot ASAP to send to Memphis, and build a road to Memphis stat. Next city west at the stone/fish/cows, so build the roads to fit that. I want to be able to defend Memphis if Cathy gets warlike.

Don't know if our UU will keep its edge if we wait for Cathy to build the shirne. But we sure can't let her get to Cossacks! :D Maybe kill Cathy ASAP, and conquer someone else with a shrine later? I expect no one else but her will be Hindu if we have separate continents. What kind of land mass are we playing?

This is sort of a pre-season game we are playing, isn't it? :lol: Did you PM Confusion and Igelkott as well? They might be in a postion to jump back in at this point in RL. Would be nice to get more of us into training camp. :D

dV
 
Being a top level advisor for nation leaders can be stressful, at times. Sometimes you need to commute from one capital to another, as the job requires, and there is no time available to recover from the jet lag! :lol: Last night, after completing the mission for which Mr.Napoleon of France has hired me, I flew to Thebes where I met Ms.Hattie, trying to help her guide her emerging little nation to higher levels. :cool:

A few major issues which have arisen. Judaism was FIADL. Cathy converted to Judaism and OR. Her city south of copper has expanded its borders again, to the 3rd level (probably being Jew holy city, possibly Hindu holy city too).
Culture pressure will be unbearable soon. Urgent measures shall be taken. On the bright side, Judaism has spread to us and we promptly converted - it might buy us some time, she's pleased now.

OTOH, she says "fear my chariot". We can see her horses, but not copper. Our copper, that is. Almost online. Long and winding road connecting our cities is ready. It passes thru stone and cow tiles, for city #3. Settler on its way, got some hammers from chariot whipped 1 turn before completion (I always try do that, reduces time for pop stagnation). After that, Thebes shall produce troops non-stop until the demise of Cathy, IMO. Meanwhile, Memphis whipped a boat and started a granary (could have been barracks, not sure about the best option).

On tech: we failed to discuss tech path before this turnset - or I just played it too early :crazyeye: , but I went for masonry, which I thought was a no-brainer, with stone nearby. After it was done, I saved the game to discuss our options. I thought about writing (OB and libraries) and mysticism (oracle techpath). But now I realize Hunting is the obvious choice! We'll need a combined army of spearmen & chariots (maybe axemen too). After that, sailing, writing and the religious path can be considered.

SH already built IADL. Do you think trying for Oracle is possible? Or focus on Pyramids? The 3rd city might be the best for it. Plenty of forests to chop.

Spoiler :
----------------------------New entries----------------------------<br>
<b><u>Turn 60 (2200 BC)</b></u><br>
<br>
<b><u>Turn 61 (2170 BC)</b></u><br>

Turn 62 (2140 BC)
Thebes finishes: Worker

Turn 63 (2110 BC)
Thebes begins: Settler

Turn 64 (2080 BC)
Thebes begins: War Chariot
Tech learned: Pottery

Turn 65 (2050 BC)
Research begun: Masonry

Turn 66 (2020 BC)
Judaism founded in a distant land

Turn 67 (1990 BC)
Memphis's borders expand

Turn 68 (1960 BC)
Thebes grows: 3

Turn 69 (1930 BC)

Turn 70 (1900 BC)
Thebes finishes: War Chariot
Judaism has spread: Memphis

Turn 71 (1870 BC)
Thebes begins: War Chariot

Turn 72 (1840 BC)

Turn 73 (1810 BC)

Turn 74 (1780 BC)
Turn 75 (1750 BC)
Thebes grows: 4
Memphis grows: 2

Turn 76 (1720 BC)
Memphis begins: Granary
Thebes finishes: War Chariot (whip)
Memphis finishes: Work Boat (whip)

Turn 77 (1690 BC)

Turn 78 (1660 BC)
Tech learned: Masonry

Turn 79 (1630 BC)
Research begun: Mysticism
Research begun: Writing
 

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The way to take the cultural pressure off of Memphis is of course to capture St. Irritant. But if we build a Jewish temple, could we hold off the culture for a while? I'd have to review how much culture a holy city generates without a shrine. Can we get open borders with Cathy and go exploring? Nice if we could wait til she builds a shrine for us, but I wouldn't wait too long.

My favorite thing in all of civ is to watch spearmen wipe out chariots and horse archers. So chariots defended by spears is a nice army. Do we need axemen? Well, great for defense in forest and hills, but otherwise, a war chariot vs axe is a standoff, so no particular value for axes at this time on offense. So we only need to make a few for defense (with one exception I suppose, I don't suppose we can CR promote the war chariots, so maybe attacking axes makes sense for this promotion).

Connecting up the copper will give axes to barbs, won't it? Keep that in mind for homeland defense.

I figured that SH was superfluous with the creative trait. Can we do oracle at this time without marble? I'd like to really push for Mids since we have the stones for it :lol: (Imagine that ... Hatty having the stones for pyramids :lol: :lol: :rotfl: )

Can I assume that everyone is happy that I went right for the copper with our second city? I know it is kind of far, and maybe a lot of maint, but I thought we just had to get the resource.

dV

OK, got a look at the save. Tech choices seem like religion path to oracle, or not? Need three techs to get to Priesthood, then construction time without marble. Being spiritual, is Mids more useful than the free tech? If so, I'd say skip Oracle.

If not that, then either writting - hunting or hunting - writing. Hunting first if we want to rush Cathy ASAP. Writing first if we want quick OB and get some exploring WB out on the seas before we kill Cathy. Writing first would allow library in Memphis to keep cultural parity. So if we are not in too much rush to attack, maybe writing first is the way to go? Then Cathy gets to build more before we take over, and we get to multi-task by sailing WB around her coast (although I guess we can sail them during the war, but then we are vulnerable to galleys).

Regarding culture in Memphis, it is notable that the two land tiles south of it are only 51% Russian. So it appears that we might be able to expand to own those two soon.

In Memphis, do we want to work some hammers until the copper is done, then work copper until granary is done? That way we get gran before the next pop, and save some 16 food? If we only forgo working the clams for 8 turns or less, we give up 10 net food to gain 11. if we have to forgo the clams more than 8 turns, then maybe not worth it.

Doing the math, growth in 6 turns, 33 f to pop2, so we keep 16 if gran is done first. That's the same as 8 turns of working clams. We are 33 H into 90 H for gran. Working the clams, only H is the city tile and gran is 57 turns away. If we work the copper now, net food is +2 and pop2 is in 11, with gran in 29 (2H). In 3 turns mine on copper is done. In those 3 turns, we add 6 H to our 33 to have 39. Still 51 away from gran, but now 5 H per turn gran comes in in 10 turns. but we have forgone the clams now for 13 turns, 26 food not harvested, all to save 16. Not to mention the 26 commerce also forgone.

If we still work the clams, we get pop 2 in 6 turns and the second pop can work the mine while we still work the clams, which seems the better choice. might make sure that the gran comes in before pop 3, as that might just mean skipping clams for one or two turns, if at all.

So work the clams! :goodjob: When Memphis gets the cows, it can be a nice hammer producer with all the hills, and could also make commerce with a couple of cottages and the coast tile after lighthouse. Kind of a mixed city.

We could put science back to 100% for about 10 turns, just enough to finish writing I think. Writing, hunting, sailing, alphabet?

Looks like we could shift our warriors around to completely fogbust the island. Unless we want to keep a small section in the fog to spawn barb units to fight to level up our troops, or to spawn a barb city for us to capture.

Nice work C63:goodjob:

dV
 
Agent tamborine had good news and bad news ...

First, to set the stage, as the only vanilla team finished (except footballguys, who are finished in a different way unfortunately), we are simultaneously the golden laurels in the clubhouse, and the wooden spoons in the clubhouse! :eek:

So the good news is that Geezers looks to be about to relieve us of that latter burden. They are at turn 394, just got re-elected sec gen. They'll get one more vote to try to beat our date (or maybe the next vote is at best a tie?). They are still fighting three wars, and only have 2F and 2P civs voting with them at best. So it looks like they are more than one vote away from their diplo win.

Now, the bad news. Murky Waters was only 15 votes short last time 36 turns ahead of us (turn 362 1676) They are working out a plan to gift cities to Alex to wipe out the close borders tensions negative, which they think will get him +11 and voting for them. LowtherCastle seems to be a simulation machine, as every time they have a game mechanics question, he apparently sets up a simulation and gets the answer. Looks like it will be a very educational thread to read before SGOTM 4.

So if they get Alex to +11, and that gets his vote, they should win in 4 turns UNLESS ... the +3 mutual military struggle with Hatty and Caesar wears off to a +2, or disappears altogether. Those two are only pleased +11, so if they go to +10 they might abstain. If that happens, we might buy enough time for AI to go free religion, etc. and maybe our date will hold out.

Otherwise, we will have to talk our women into liking silver jewelry! :lol:

The CFR-V team has almost the exact city placement we have, has built Mids and GLib, and has that great early score. Another educational thread to read for an alternative way to play the start. Looks like they settled the northern gems before the copper. Did they emphasize commerce over hammers?

dV reporting for AT
 
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