SGOTM 03 - Team One

There is no jungle to the west but from the tiles which are visible it does not look like there is anything particularly brilliant there either. Settling to the north will cost a little more initially, but this will more than be made up for by the gem mine, so unless there is something like flood plains/gold to the west I think our 3rd city is better off in the north.

Barbarians will start appearing at around the end of the next turn set. If we settle in the north (eg at green cross) warriors will be enough to deal with them until barb axeman appear if we use to warriors for fogbusting as shown in figure one.

If we settle west we will need some better military first and a third warrior to fogbust the eastern half of the island (figure 2). So I still think settling north is the best bet for our third city.
 

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Yeah, I guess we can scrap the warrior as we would kick ourselves if we get beat by the AIs by 2 turns. Actually I think it would end being only one turn extra.

I agree with mdy's plan for Moscow although I would rather build a wb for exploration instead of the extra warrior. But we might need the extra warrior if we scrap the one in StPete.

I would also prefer to expand west first as there is no jungle. I would also like to secure some bronze or iron. So we will need sailing. Nevertheless the next settler is at least 30 turns away and we could still research IW first. Sailing would open trading, that is true. We just don't have much to trade yet.

I'll finish the turn later. I'll wait for more inputs and go with the majority.
 
Sorry mdy, I missed your last post.

You're right that there is nothing particularly attracting in the west (yet!) and maybe we should indeed settle north as you suggest. My first priority would be to find a metal though. Bottom line I think we need to explore and find what is out there. We need a wb!

We will not have a settler out before at least 30 turns if we build the Pyramids in StPete and run Scientists in Moscow. So as you say we might need an extra fog-buster in the jungle. We need a warrior!

Let's hope we can do all that.
 
I would go sailing then IW, but if we have no boatbuilding capacity for 30 turns anyway, then IW->sailing makes more sense.

I agree with attempt at the pyramids.

I dropped to 0% science for a turn after founding StP, then back to 100%. I see that the fractions of bulbs are now calculated in the city screen, but I am not convinced that they actually go into the accumulated science total. Can anyone confirm that the binary science is totally obselete? I varied the rates, and found I got 14 bulbs or coins for 100%, but only 13 total for other rates. And this makes less sense, as AFAIK this was not a problem that binary science was intended to cure,

If the price of an early academy is delaying a settler for 30 turns, I would build the settler instead. I assume that the scientist would offer alphabet, but the academy is better? Do we need a second worker to chop forests?
 
Ok, I played the last 5 turns. I started the Pyramids and IW. Nothing else happened except a barbarian warrior appeared across the water west of the capital on the last turn.

The 2nd mine is finished in StPete and we are now working the clams and the grassland hill mine. StPete will grow to size 3 in 4 turns at which point we can add the plain hill mine. Right now we have 60/750 on the Pyramids but we are owed 60 from the chop. I suggest the worker moves SW and starts mining the hill. I think we should continue working the 2 mines and the clams until the 3rd mine is done to accumulate more food. Then we can work the 3 mines at a deficit of 2 food a turn. Once the 3rd mine is done the worker can go and chop the grassland forest NW of StPete. Whipping 1 pop at the end should give us the Pyramids in 24 turns I believe.

Moscow will grow to size 6 next turn. There are a few more turns until the last whipping unhappiness goes away. At that point we can whip the library and we should have just about enough hammers to do a warrior. If we want to do a wb instead, we should probably continue working on the library for 5 turns before whipping and work 3 forests and 2 cottages. I don't say we should do that but it is an option. After the whip it should be 2 turns before Moscow grows back to size 4 (at which point we can add the 1st scientist) and 4 more turns before it grows to size 5. We can then add the 2nd scientist and work the fish and 1 cottage. There won't be many hammers so it doesn't matter what we do (wb?) Once the whipping unhappiness is gone we can switch to settler and whip it as soon as we can. I don't think we would get the settler much faster if we work it instead of run the specialists and whip it.

Any better idea?
 
I can see the point in settling north first as per mdy's post, it would secure our half of the island and could be done faster because we won't need a boat.

[EDIT:] Misunderstood something, disregard.
As to the library/settler in Moscow, I think there is no point in finishing the library now if we are not going to run 2 specialists. Then we might as well switch to settler immediately.
When I said international trade I meant foreign trade routes, they are worth 2.5 times as much as domestic ones. I'm okay with Iron Working, we will need sailing if we want to build a lighthouse though.

TDK
 
I would complete a warrior after the library is whipped, we will need it for fogbusting. If we moved our northern warrior 1 tile north we could fogbust an extra tile.

At the moment sailing will probably only get us 1 extra beaker in the capital and we will not be building lighthouses for a while so I think sailing can be delayed. I would prefer mysticism after ionworking so we can get a border pop on our third city.
 
Roster:

Astrum - Up
TDK - On Deck
mdy
mboza
amh52

If hamfist wants to have a turn, we'll accomodate him. From what he said I am not sure if he will.

For second round do you want to continue with 20 turns or go down to 15/10?
 
Got it.

I'll play 10 turns tomorrow morning and then update you. We can then decide if I do 5 or 10 more or whatever :)
 
Turn 1 1540BC - Warrior moves 1N. We discover Egypt's borders to our north.
Turn 2 1510BC - St.P Worker moves 1SW to mine the grasshill.
Turn 3 1480BC - Worker stars the mine, done in 11 turns.
Turn 4 1450BC - Coffee.
Turn 5 1420BC - St.P grows to 3, start working the plainshill mine.
Turn 6 1390BC - Coffee.
Turn 7 1360BC - Hurry Library in Moscow for 3 pop and 1 :( for 15 turns. Queue Warrior.
Turn 8 1330BC - Moscow grows to 4, start working a Scientist. Alexsander has built Argos east of Moscow, on top of the stones.
Turn 9 1300BC - Moscow buils Warrior, Warrior starts moving towards St.P. Start building Settler in Moscow.
Turn 10 1270BC - Notice that Moscow is 1 turn from 5 and switch Settler to Work Boat to allow for growth and 2nd Scientist :blush:
 
I`d play another 10 turns.

The next citizen in Moscow looks as if it will be unhappy, so I would switch back to building a settler immediatly. The extra citizen will just waste food.

Alexander has discovered sailing so we will need to settle our island soon or he will start sending settlers to it.

The only thing we need to decide in the immediate future is what to research after ironworking. I would suggests mysticism for obelisks. After that we might want archery if there is no iron around, otherwise perhaps metalcasting?
 
Just play approx. 10 turns.

To optimize whipping we should whip as many pop every 15 turns as we can, so I don't understand why we waited so many turns to whip the library.
You can let Moscow grow to 6 pop as fast as possible and whip it for 3 pop(3 times 45 plus the 16 already in the settler will be 151 hammers) or you can switch to settler now and whip it for 2 pop when you can, it will take approximately the same amount of turns.

I like mysticism after iron working.

A work boat to explore would be nice after the settler.

And please cut down the last forest inside the borders of Pete, we won't have time to cut down both of them anyway.

TDK
 
I was going to suggest to continue on the wb until we reach size 6 and then switch to the settler and whip for 3 as soon as the last whipping unhappiness goes away. But if the numbers are similar I have no problems continuing on the settler and whipping for 2 later.

I am ok with Mysticism next. However if we see iron in the west I might still want to reconsider sailing. If we don't find iron at all we might need to go for Archery after Mysticism.
 
Turn 11 1240BC - End Turn
Turn 12 1210BC - End Turn
Turn 13 1180BC - Iron Working done, 1 Iron north of St.P. Start researching Mysticism. Worker is done with the mine, 30 hammers for St.P. Start working the 3 mines with -2 food deficit.
Turn 14 1150BC - Move Worker towards the forest.
Turn 15 1120BC - Mao suggests Open Borders, we accept.
Turn 16 1090BC - Workers starts cutting trees, done in 5 turns.
Turn 17 1060BC - Mysticism done, start researching Sailing.
Turn 18 1030BC - Settler is ready for whipping with -2 pop and 1 :( for 19 turns. I wasn't sure if you want to wait for the previous unhappines to go away before whipping or not... so I decided this was a good place to end my set :)
 
Good set of turns. I will wait a while to give people a chance to comment(and Hamfist a chance to "got it"). I will play later tonight if I feel there is no controversy as to our way forward.

Can't wait to see if we get those Pyramids...

TDK
 
Turn 98: Rush Settler and slow down tech as I would rather save some cash to run at 100% when we get representation and an Academy.

Turn 99, 1030 BC: You have trained a Settler in Moscow. Work has now begun on a Work Boat.

Turn 106, 910 BC: Novgorod has been founded.

Turn 107, 895 BC: You have discovered Sailing!
Turn 107, 895 BC: Team One has completed The Pyramids!

Turn 109, 865 BC: Johannes Kepler (Great Scientist) has been born in Moscow , he founds an academy

Turn 110, 850 BC: The revolution has begun!!!
Turn 110, 850 BC: Team One adopts Representation!
Turn 110, 850 BC: The anarchy is over! Your government is re-established.

Turn 111, 835 BC: The borders of St. Petersburg have expanded!

Turn 112, 820 BC: You have constructed a Lighthouse in Moscow. Work has now begun on a Work Boat.

Turn 114, 790 BC: The Great Lighthouse has been built in a far away land!

Turn 117, 745 BC: You have trained a Galley in Moscow. Work has now begun on a Work Boat.

We got the Pyramids :goodjob:

Iron in St. Pete, certainly another piece of good news.

I founded Novgorod to block the Egyptians from entering our island, for the same reason I refused an open border with them. I considered green cross as well, but there was simply no way to give it any early production for a monument. The Monument is completed and I started a Granary.
novgorod715ml7.jpg


I accepted an open border with India(in the west) because they have a religion(we have 2 trade routes with Delhi so let's hope it spreads).

Moscow is now a science powerhouse that can easily turn out around 75 beakers/turn(well, not right now because I did a lot of whipping to speed our settling program).
I rushed a Galley in moscow and I think we should ship a Settler as soon as we can. Moscow will grow in 3 turns and the work boat will finish at the same time, maybe we should chop/rush/build a settler after this?
nextcity715iw7.jpg


TDK
 
Yeah, it's nice to have the Pyramids and some iron. Good job Astrum and TDK!

I do agree. We should try to settle by the bronze asap. Do we want to settle where you circled or one NE so we can work the fish? Well, let's first see if there is food in the 3 hidden tiles. Moscow should grow now but I think it is still a priority to get a settler out. Are we going to use the wb for the clams so we can grow faster or for exploration? I almost think it is time to work the clams and maybe build another wb/galley in StPete for exploration. StPete will also need a Lighthouse but for now I am glad you built a few workers. We will need more I think with all the jungle.

Let's see what we can trade once we get alphabet. We don't have too much to offer but hopefully we'll be able to fill a few holes. Do we want to do Metal Casting next? It might have a good trading value.
 
Good news about the pyramids.

Unless there is some seafood south of red circle I would refer settling one NE to get the fish. I would use the workboat for exploration and continue to whip Moscow for settlers/workers to speed our growth. St Petersburg can build workboats and build up our military. Would it be worth delaying building our army to get a barracks in St Petersburg?

I agree with metalcasting after alphabet, it has good trade value, would allow us to build a forge in St Pete to run an engineer, and would allow us to build the Collosus.........
 
mdy said:
Unless there is some seafood south of red circle I would refer settling one NE to get the fish
I agree.

amh52 said:
Moscow should grow now but I think it is still a priority to get a settler out
Couldn't agree more, just one more settler.

I agree on Metal Casting next.

mdy said:
I would use the workboat for exploration and continue to whip Moscow for settlers/workers to speed our growth.
I would like to use the wb for the clam; it would speed up the settler and we already have a galley for exploration. Workers should be built in St. Peters because of our hammer bonus.

mdy said:
St Petersburg can build workboats and build up our military. Would it be worth delaying building our army to get a barracks in St Petersburg?
I don't feel we need an army right now, maybe a little defense as deterrence.

TDK
 
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