SGOTM 03 - Team One

I think I would rather use a GE on a wonder than a tech, but machinery is rather expensive. GE is due in 45 turns, though we could build a forge and run an engineer to bring it down to about 27.

I think currency is the way forward at the moment. We can only hope to trade MC for it if we wait, but enough people lack maths that we should be able to spread currency around a bit, and get some gold. We also should get about 8 gpt from the second trade routes, which will be nice.

Anyway, starting now
 
turn 0, 430 BC - MM StP for worker
IBT - Mao requests alphabet - refused, Confusicism founded by England
turn 1 415 StP finishes worker, starts barracks. Gandi will no longer accept maths for poly, so I trade alphabet for poly and archery with Mao
IBT accept cow for clam with Hattie
2 400 quiet
3 385 -
4 370 -
5 355 whip StP for barracks, overflow into axe
IBT Caesar demands alphabet, accepted :( Alex converts to Buddhism
6 340 StP builds barracks, starts axe
7 325 Finish MC, start currency, whip Moscow
IBT Gandhi wants alphabet, refused, traded it for priesthood
8 310 Moscow builds settler, overflow into forge, StP builds axe, sent to Moscow, start forge, Meet Persia with wb,
9 295 Meet Japan to NW, Cyrus signs open borders
10 280 BC Moscow grows to 3, and AI assigns scientist? I have moved him back to a cottage, to get the 4th pop in 2 turns instead of 3.

Currency is about 20 turns away. We might want to trade alphabet to Alex for Organised Religion.

Spoiler :
Turn 138, 430 BC: Confucianism has been founded in a distant land!

Turn 139, 415 BC: You have discovered Archery!
Turn 139, 415 BC: You have discovered Polytheism!
Turn 139, 415 BC: Hatshepsut adopts Organized Religion!
Turn 139, 415 BC: The Hanging Gardens has been built in a far away land!

Turn 140, 400 BC: Victoria converts to Confucianism!

Turn 142, 370 BC: Alexander adopts Organized Religion!

Turn 143, 355 BC: You have constructed a Barracks in St. Petersburg. Work has now begun on a Axeman.
Turn 143, 355 BC: Alexander converts to Buddhism!

Turn 144, 340 BC: You have discovered Metal Casting!

Turn 145, 325 BC: You have trained a Settler in Moscow. Work has now begun on a Work Boat.

Turn 146, 310 BC: You have discovered Priesthood!
 
Mao asked politely for help, so got refused. Caesar threatened war, so got it. No body declared war, though Hattie is now unhappy with us for trading with her enemy.
 
Are we sure that refusing these requests is such a good idea? A +1 diplomatic modifier is more useful than -1 for refusing. If someone has a tech we want to trade for we should do it as soon as possible(except calendar).

Looking at the spread of religions we are likely to have to fight an early war, most likely with Greece and perhaps China, so we should start building up our military asap.

Oranised Religion is useless to us without a religion, so if Alexandar is going to be our enemy I would not trade for it.
 
mdy said:
Are we sure that refusing these requests is such a good idea? A +1 diplomatic modifier is more useful than -1 for refusing. If someone has a tech we want to trade for we should do it as soon as possible(except calendar).
I agree completely, and may I add that we should also not trade Meditation.

TDK
 
mdy said:
Looking at the spread of religions we are likely to have to fight an early war, most likely with Greece and perhaps China, so we should start building up our military asap.
Now, I don't know Warlords that well, but I would think just building our treasury a bit to have an upgrade option would be sufficient for now. I think the most important thing now is to grow our cities and develop our lands.
 
Inorder to have an upgrade option you need enough units to upgrade, which we don`t. Growing cities and developing our lands is all very well, but if Alexander lands even 2 or 3 decent units next to Moscow we are basicly finished and our well developed lands won`t help us. The AI loves pillaging fishing boats, and our economy is very dependant on them, so even 1 or 2 AI triemes could cause us major trouble at the moment. To deal with this problem I think we need to dedicate at least 1 city (prefrebaly 2 in the short term) to pumping out military units, while developing/growing the rest of our empire.
 
I have to say I agree with mdy. I don't like these 3 Galleys and 1 Trireme in Argos. I would stop the forge in StPete and build military units for a while. We can always whip the forge later once the city has grown.

I also wish we had given Alphabet to Mao. I would rather have a +1 than a -1 modifier. On the other hand it will probably not be too important as I suspect he will end up in the "bad guys" group. Right now JC and Gandhi are pleased with us. So let's keep them happy. We should also try to keep Victoria on our good side. I also recommend that we try to improve our relationship with Toku. It will take time but it worth a try. The others are probably less important I believe given how things are developping.
 
I don't like the idea of whipping St. Petersburg, it's not an effective mode of production for a city with many hammers and little food.

Are you proposing to build a fleet to match Alexanders?

TDK
 
Sorry, I thought we were back to 10 turn sets, so stopped. And I was occupied all yesterday by my work christmas party. I have some time now, so I will play the other 10 turns now.

With the rice and the clams, and granary we can whip StP effectively as we are getting 45 hammers from only 20 or so food. So we always want to work the iron, the clams, then the rice, and then the grassland hills. We might even want to work gl forest before the grassland hills, because the whip gives us more than 2h/food at the moment.

But I would say that one of our chief advantages over the AI is being able to run with poor defences and build up a economic advantage, and trying to match Alex militarily while out-teching everyone else will be difficult, especially if we need to concede any tech that is asked for.
 
turn 10 280 BC
turn 11 - meet Isabella, Jewish founder, near Japan
turn 12 - Moscow grows
IBT - most Advanced, 1 - Mao, 3 Victoria, 8 Caesar, rest unknown
turn 13 open borders with Izzie, build Yaroslavl, start wb, meet Incans near Persia
turn 14 220 BC - conf spreads in Rostov
turn 15 Meet Germany, north of Persia. Sign OB.
turn 16 Meet Mali (trieme appears off Egypt), trade crab for gems, Mao converts to Buddhism
turn 17
turn 18 Victoria trades dye for gems
turn 19 Mansa requests MC, accepted, Christianity founded in a distant land (Munich is now Christian), meet Saladin,
turn 20 130 BC Rostov expands borders

Spoiler :
Turn 151, 235 BC: Yaroslavl' has been founded.
Turn 151, 235 BC: Confucianism has spread in Rostov.

Turn 152, 220 BC: Mao Zedong adopts Organized Religion!

Turn 153, 205 BC: Hatshepsut adopts Hereditary Rule!
Turn 153, 205 BC: Mao Zedong converts to Buddhism!

Turn 154, 190 BC: Huayna Capac adopts Hereditary Rule!

Turn 155, 175 BC: Tipu Sultan (Great Prophet) has been born in a far away land!

Turn 156, 160 BC: Victoria adopts Organized Religion!
Turn 156, 160 BC: Christianity has been founded in a distant land!

Turn 157, 145 BC: The borders of Rostov have expanded!


Ok, I never did switch from the forge building program. StP can whip a forge, and overflow into a trieme or axe. Moscow can also whip it's forge, though the unhappiness is for 35 turns. We might be better keeping the scientists instead.

Novogrod can have its library whipped, guess a barracks is the next build there, or a trieme. - best to build trieme here and axes etc in StP?

We can now get Calender, so there is a lot of tech trading to be done. We know 14 of 18 civs. Following my regretted decision to keep alphabet, I have given away MC, which is probably even worse. So the next player should start by getting as much as possible for MC.

No sign of literature, but our GE is only 11 turns away if we whip the forge and run an engineer, or 25 otherwise. So I would suggest that Lit next and rush the GL is viable, although we could also research CS and rush machinery or something

Oh, and the map now suddenly wraps, so we are getting close to circumnavigation.
 
I would whip the forges in Moscow/St Petesburg, and the run an engineer in St Pete. I would research lierature next and use the GE on the Great Library in Moscow, the National Epic could then be chop rushed in Moscow. After Literature Machinery is the next tech in our beeline to Mass Media. We could trade away any surplus resoures, even if it is only for 1gpt(as long as we don`t already have a trade deal with them) to get the +2 modifier with as many civs as possible.

We should use our explorers to try to get the circumnavigation bonus.
 
I would whip the forges in Moscow/St Petesburg, and the run an engineer in St Pete. I would research lierature next and use the GE on the Great Library in Moscow, the National Epic could then be chop rushed in Moscow. After Literature Machinery is the next tech in our beeline to Mass Media. We could trade away any surplus resoures, even if it is only for 1gpt(as long as we don`t already have a trade deal with them) to get the +2 modifier with as many civs as possible.

We should use our explorers to try to get the circumnavigation bonus
.

Agree with everything. Should we research Civil Service before Machinery to get Bureaucracy?

TDK
 
I agree too and I would also prefer Civil Service before Machinery if we can trade for CoL.

We should be able to do quite a few trades. Is there any tech that we don't want for any reason? Also it looks like Victoria is the only one offering CoL at the moment. Do we want to trade with her? It looks like we might get some negative modifiers. I am tempted to wait until after we finish Lit and see if things change.

Do we want to open borders with Hattie now that we have settled our island?
 
Hamfist you are next if you want/can play on Sunday. Otherwise I'll play on Monday night.
 
If we trade for code of laws researching civil service next would make sense to open up the paper-education path. Do we want to run bureaucracy? Our capital will get virtually no benefit from the hammer bonus, and only a relativly small commerce bonus. It is probably not worth it now that bureaucracy has a high upkeep.

Looking at the GNP graphs it seems that England is going to be the run away tech leader, so refusing to trade with her could slow us down significantly, But we would pick up several negative diplo modifiers.

8 of the AI`s are Buddist, 3 Hindu, 1 Jewish, and 1 confucianist, this suggests that we should concentrate on trading with the buddist block, we can also trade with the hidu block as they are on reasonable terms with the buddists(for now). Spain/England we should avoid trading with if possible to avoid picking up - modifiers, but I would still grant any requests they make in case we want them as friends later. The only requests I would not grant are ones to stop trading with other AI`s as it is harder to overcome the "you stopped trading with us" than the "you refused to stop trading with our enemy".

Now our island is settled I would open borders with Egypt- hopefully it will cause buddism to spread to us.
 
amh52 said:
We should be able to do quite a few trades. Is there any tech that we don't want for any reason?

We don't wan't Meditation as it will open up Philosophy. Later in the game we should avoid Gunpowder as that will open techs like Chemistry(and Biology).

Looking at the game I think Yaroslav should work a gem mine instead of the coast. I guess the worker building a gems mine north-west of Moscow is doing that to allow us to trade the gem. I think it will connect through the river so I don't think we will need to connect it by road.

TDK
 
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