SGOTM 03 - Team VQ

Gosh, this is going to be more of a problem than I thought. I seem to recall warning about both our lack of defenses and the possibility of Alex declaring on us early and being shot down for it, but I blame myself for not sticking with my gut feeling and putting defense first anyway. Also, I actually didn't know about the changes made to cargo concealment, otherwise you can be sure that those workers would not be there now!

If Alex has units on those boats there are several possibilities: he lands on the hill and takes the workers (next turn); he attacks Moscow directly (next turn), or he lands on the iron to blockade / disconnect it. Or he could to any two of these things. It also depends on what troops he has brought. Axes? Swords? Horse Archers?

Cosmic: in Moscow swap to an axe right away. There is some overflow from the previous build, giving you a total of 19 hammers this turn. You'll have to whip it for 2 pop immediately so it will be in place next turn in case Alex attacks the city, and you should get more overflow towards another axe (assuming the iron isn't disconnected) - otherwise an archer will have to do, but at least the city is on a hill.

In St. Pete, you should be able to produce 2 axes within about 5 turns (again, if the iron isn't disconnected). Also, a mine was already started on the copper and will be ready in 4 turns.

EDIT: And of course there is also enough money to upgrade 2 warriors to axes right away.

I'm not sure what to do about the other cities - whip archers and hope?

GreyFox said:
but one thing I don't understand is why agree to HC when he is ticked off at us???

Because I am British...
 
Ah, well, nice set of turns, Scowler! :goodjob:

As for the report: :drool: Yummy! I really enjoyed reading! :)

As for the war: . heads off to have a look @ the save.​
 
Just a couple of thoughts:

Moscow

Switch to Chariot (37 :hammers:).
18 :hammers: are already in. Whip for two pop immediately (+90 :hammers:)

--> (90 + 18) - 37 = 71

So that would give us the chariot on the next turn. With the overflow I think that two things are possible:

1) Get a trireme in 1 turn! or
2) Get two archers in two turns! :eek:

St Pete

Switch to Axeman (52 :hammers:). Continue building it for two turns with three :hammers:. St Pete will then have grown. Whip the Axeman for two pop.

--> (90 + (2*3)) - 52 = 44

So that would give us the axe on turn 3 from now. With the overflow we could also have an archer on turn 4 ... and still have some 8 or 9 :hammers: overflow.

Novgorod (Copper Site)

Basically I'd still let this city grow. Maybe switch to an archer or sth. Or could we also move the warrior from "lookout for contacts" down to the city?

Question: Do we want to protect the fish? --- From what, you're asking? See bottom of this post!

Rostov (The Passage)

Let it grow.

Yaroslavl' ("E")

Let it grow. And I think that there are two things to do:

1) Move the warrior from the plains hill down >> upgrade!
2) Maybe put a turn in an archer and whip it for 1 pop - :sad: - on the next turn. But I'm not sure whether this works.

For all the above calculations: If there's a bug somewhere ... correct me, please.

Oh, and for our island south of St Pete, there it goes. :mad: And the same goes for our clams there. :sad:

JCsettlingandAlexpillaging.jpg

Kind regards from cold (currently windy) but snowfree Germany, .


Big Fat Blue EDIT: Let him land his units to see what he has!!! Sorry for posting sth that may be obvious.




:dubious:
 
Do we allready have production in on a chariot?? Dont think so...

Just whip axemen everywhere possible I think, with Low-ish odds AI usually walk around cities pillaging them.

I really never actaully expected any AI to attack us this soon... I have never had that happen... Sorry team, my bad :sad:
 
Remember in Warlords, chariots have a bonus against axemen. They can rip through axemen better then any other unit.
 
But they have a minus vs Phalanx which is Alex' UU

We are bust no matter where we go, it is a gamble!

And the 18 are not allready in... they have to be applied which will only happen after pressing enter. We need (i think) a strong unit this turn still...

:blush: I feel so embaresed by Alex right now... How stupid not to have build a few archers or started building some Axemen allready....

:stupid:

(strike the "with")
 
Don't worry mates all is well. I have played 10 turns. Alex landed on the iron and did not take the workers. whew!!!! I immediately upgraded the warrior to an axe. The iron did get pillaged and few roads. It was very close to loosing Yaroslav. He landed with one axe and three archers. Shortly thereafter whipped a couple of chariots and finished them off. The only inconvenience right now is the tiremes blocking our fishies. We are building one but will need at least three before venturing out. We might take a chance at St. Petes and hook up one again with a tireme. Alex has only one Tireme there so might be able to hold off a bit there.

As to techs we discovered Metal casting and code of laws. The GM would not lightbulb CS but Monarchy. Solved that problem by trading for it and we now have Monarchy and Civil Service.

The reason why I stopped at 10 is I have a team question and need it pronto. I would like to finish the turn this afternoon. (have to go out for a bit but need to finish today as the weekend is no way)

The question is this? Of course we revolt to bureaucracy, hereditary rule, (might improve with Alex) and we should think about joining hindu block. We now have two cities with Hinduism. Let's spread it as I smoked on the calender and traded for that too. We can't build a monument in (russian names argh) that city that was building it. I changed it to a Hindu temple but simple having a religion will help that better.

How about one big revolt:
Hinduism, organized religion, bureaucracy, and hereditary rule. yes, yes

Btw Alex is just sitting there with his two galleys and two tiremes. So I am thinking it may be a while before he sends another batch.
 
I changed it to a Hindu temple but simple having a religion will help that better.
If you can build that temple you already gain +1:culture: from the religion. :mischief: :rolleyes: :p ;)

How about one big revolt:
Hinduism, organized religion, bureaucracy, and hereditary rule. yes, yes
Without having calculated everything thru - so basically just my guts talking - Yes. :D

Regards, .
 
The revolt you suggest cannot be done! As Hindu is a religion !

I dont know about the religious part, joining the Hindu block would make sure of "them" beeing our friends, but will also make sure that others WILL be our enemies!
Like I calculated earlier for TGLight to have FULL effect we need 6*4 = 24 cities to route to. IIRC the Hindu block has something like 15.

It is a complex thing this game... I am sure glad the AI is a sap when at war!

Also getting into OR, a clear peacefull civic while at war? Shouldnt we be spamming Axemen and Swords? Instead of Missionaries and Temples?
Lets turn this bad into a good and land a bunch of units in Alex' land and conquer it. After that push thru china like it was never there...

Edit: Wow, with all that trading... Did you pick up a lot of cash too?
 
After some thinking perhaps we should hold off on Hinduism and just go with Bureau and HR. We sold mono for about 110 gold and got 210 gold from Gandhi. namliaM argument about the trade routes is enough for me.

I am going to continue then and just revolt to HR/Bureau for now. For now we need some tiremes to get our resources back then once we get a handle on that we can start invasion. We have the galleys to do it (2) at home.
 
Revenge is a dish best served cold. Alex is going to get a plate full of cold revenge. Second round 15 sounds good. Hey wait a minute didn't you start with 40 and dot too.

@namliaM you have mentioned several times about SE economy being maintenance heavy and it finally sunk in. I have noticed this too on SP games and wonder if we will benefit from it by the time we get the Mids. Maybe some cottages wouldn't hurt??
 
We hunt around and find Gandhi is willing to trade Monotheism reasonably so go for it.

Civ4ScreenShot0203.jpg


After hitting enter we also discover metal casting:

Civ4ScreenShot0204.jpg


Alex also makes his move:

Civ4ScreenShot0205.jpg


Nice he lands on the iron and leaves our workers alone to run and hide.

We upgrade an axe and start a chariot in St. Petes and Moscow. Whip both and they head to deal with Alex. We start another axe which can be built normally in 5 turns. Our axe takes out an archer threatening to pillage stone. I do realize he will be vunerable to another archer but feel keeping the stone is more important. Our chariot stops on the hill before the axe and he attacks taking out one of our chariots. The other chariot finishes him off and we finish off Alex’s invasion army.

Julius makes this requests which I tell him no.

Civ4ScreenShot0207.jpg


Toku asks us to change to Hinduism but I decline.

Civ4ScreenShot0208.jpg


We meet this gentlemen along our travels.

Civ4ScreenShot0209.jpg


We make this deal with Cyrus:

Civ4ScreenShot0210.jpg


Some turns later Judaism spreads to us: (Moscow)

Civ4ScreenShot0211.jpg


We meet Frederick of Germany and he is really behind/small.

Civ4ScreenShot0213.jpg


We discover code of laws and meet another civ and it’s Montezuma also fairly weak.

Civ4ScreenShot0217.jpg


Civ4ScreenShot0216.jpg



Spoiler :
Turn 159 (115 BC)
Moscow begins: Chariot
Tech learned: Monotheism
Moscow begins: Axeman
Moscow begins: Chariot
Tech learned: Metal Casting

Turn 160 (100 BC)
Research begun: Code of Laws
St. Petersburg begins: Chariot
St. Petersburg begins: Axeman
St. Petersburg begins: Chariot
St. Petersburg grows: 4

Turn 161 (85 BC)
Moscow finishes: Chariot
St. Petersburg finishes: Chariot
Rostov grows: 2

Turn 162 (70 BC)
Moscow begins: Chariot
Axeman defeats (3.40/5): Greek Archer
Contact made: Persian Empire
Tech learned: Calendar
Yaroslavl begins: Archer
Moscow finishes: Chariot
Chariot loses to: Greek Axeman (1.80/5)

Turn 163 (55 BC)
Moscow begins: Axeman
Rostov begins: Hindu Temple
Axeman promoted: Combat I
Chariot defeats (4.00/4): Greek Axeman
St. Petersburg begins: Trireme
Axeman defeats (1.95/5): Greek Archer
Judaism has spread: Moscow
Novgorod grows: 3
Axeman loses to: Greek Archer (0.48/3)

Turn 164 (40 BC)
Chariot defeats (4.00/4): Greek Archer
Moscow finishes: Axeman

Turn 165 (25 BC)
Moscow begins: Trireme
Chariot promoted: Combat I
Contact made: German Empire
Moscow's borders expand
Yaroslavl's borders expand

Turn 166 (10 BC)
Tech learned: Code of Laws
Contact made: Aztec Empire

Turn 167 (5 AD)
Research begun: Civil Service
Tech learned: Monarchy
St. Petersburg grows: 4

Turn 168 (20 AD)
Tech learned: Civil Service
Novgorod grows: 4

Turn 169 (35 AD)
Tech learned: Horseback Riding
Research begun: Machinery
Turn 169 (35 AD)

Turn 170 (50 AD)

Turn 171 (65 AD)
Novgorod begins: Archer
St. Petersburg finishes: Trireme

Turn 172 (80 AD)
Yaroslavl' founded
Yaroslavl' begins: Archer
St. Petersburg begins: Trireme
Moscow finishes: Trireme
Yaroslavl grows: 3
Hinduism has spread: Yaroslavl'

Turn 173 (95 AD)
Moscow begins: Trireme
Novgorod finishes: Lighthouse

Turn 174 (110 AD)
War ends: Greek Empire
Moscow begins: Work Boat
St. Petersburg begins: Work Boat
Moscow grows: 4
Moscow finishes: Work Boat
St. Petersburg grows: 3

Turn 175 (125 AD)
Novgorod begins: Forge
Rostov grows: 3
Rostov's borders expand

Turn 176 (140 AD)
Moscow begins: Work Boat
Tech learned: Literature
Novgorod grows: 5

Turn 177 (155 AD)
Novgorod finishes: Archer

Turn 178 (170 AD)
Tech learned: Construction
Rostov begins: Lighthouse

Turn 179 (185 AD)


To be continued:
 
We do sell Monotheism overall for 200 gold to four different civs. We sell a few other techs as well to keep our 100% science going. Our science is doing very well even considering loosing a lot of fishnets. After having finished code of laws check to see what the GM will give us and that’s Monarchy. I do recall a message of a civ going into HR and find Gandhi has it. So we make this trade:

Civ4ScreenShot0220.jpg


Civ4ScreenShot0221.jpg


After getting Monarchy the GM will now lightbulb CS quite a bit. (1500 something beakers) leaving only 2 turns on Civil Service.

Civ4ScreenShot0222.jpg


We also make this trade with Cyrus:

Civ4ScreenShot0225.jpg


Civ4ScreenShot0226.jpg


Civ4ScreenShot0227.jpg


Civ4ScreenShot0228.jpg


Now that we have discovered monarchy and civil service it is time to change our civics for the better. We have two hindu cities and one Judaist so maybe better after some thought to beeline to liberalism and use it for our advantage.

Civ4ScreenShot0229.jpg


That means we now have two religions which will help with the unhappy. I have avoided Meditation completely in trades and everything to keep philo out of GS path. We experience two turns of anarchy and set research to machinery. Since we want alex/Mao I think we will need maces for Mao as it won’t be long before he’s on Feudalism.

Ok I am Canadian and well told HC to go fly a kite with his threats. He stayed cautious but I am not giving away hard earned tech money to this clown so that he just can attack anyways. The sooner we have maces the better and lots of galleys.

Civ4ScreenShot0230.jpg


I notice too now that Alex has moved his tiremes and galleys to his lands and has returned. I suspect that he has another load. I notice that he is willing to talk now and decide to make this deal until we are ready to kick his arse.

Civ4ScreenShot0231.jpg


We also make contact with Cyrus/Frederick and get open borders with them.

The exotic foreign is a great help in locating what civs needs certain techs for selling. We also find this trade which I think will be good for military since it will allow us the HE.

Civ4ScreenShot0234.jpg


We make this sale to Toku: (ching, ching)

Civ4ScreenShot0237.jpg


and this one with Alex:

Civ4ScreenShot0238.jpg


Huyana comes back and ask for Open borders and oblige. More trade is better right.

This next trade is a bit skewed in favour of the AI but hey we want construction for those kitties to have Alex/Mao for breakfast. Mmmm

Look how happy JC is too. Sure glad could make him happy maybe he will make me a nice salad and some nice penne with sauce. Mmmmm He’s pleased now with us too.

Civ4ScreenShot0240.jpg


We also make this trade and that will really help once we get Drama.

Civ4ScreenShot0242.jpg


We are four turns away from maces and can build cats too. We have all the techs we need for an army and can build HArchers too. So good luck to the next player but we are doing good and really moving tech wise.


Und hier is de save

Datalinks
 
:goodjob: Cosmic.

Roster

namliaM == Up for preparing the dish.

Dot == On Deck. Maybe for serving the dish.
Greyfox
Bobrath
Scowler
Cosmic == Defended our glorious kingdom and fetched the ingredients for a nice cold dish.

RoboKai, FuRRie == Autoskip
Frankcor == Audience

15 turns is fine by all for this set?

Regards, .
 
The very first page says "epic".
 
Great turns, cosmic!

I've looked at the save, we should start building up a bit more defenses, and 3 workers with 6 cities is definitely not enough.

I understand we are heading towards Liberalism ... but for what? 2 religions is hardly good enough. I still think we should divert our teching path a bit to Compass + Optics.

For the remaining rounds, I'll say just play 10~15 turns each. If the turns are real boring, you could play a couple of turns more.

--
 
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