SGOTM 05 - Gypsy Kings

A word to the techs:

As one can see I went for Polytheism right after Maths, then Monotheism. We got Sailing for free.

So next after Monotheism will be construction and of course Theology from lightbulping it.
 
In turn 152 the following showed up:

Wealthiest civs of the world:

1. Temujin
2. Saladin
3. Isabella
4. Tokugawa
5. Cyrus
6. QSH
7. Asoka
8. Alex ( seems that he bought the mids :lol: )

Not that this statistic is worth to be read but I thought I inform you about everything...
 
I deleted the scout for saving 1 gold per turn. Ning-shia will grow to size 2 next turn. The rice is farmed and the workers were supposed to mine the hill they are standing on now next to Ning-shia.
Are we still building the library there, or did we switch to barracks to use it as a troop city?

Karakorum will grow to size 2 in 2 turns. As we have 6 :) and 4:mad: , can we afford this growth? Or what does the calculation say about the number of unhappy faces after the growth?

I am not sure because actually I thought I could whip the library in Beshbalik. It was 5:) and 4:mad: at size two. After growth to size 3 it was 5:) and 7:mad: . Somehow I couldn´t whip anything but I don´t know why. So I set the 1 worked tile on gold hill to let starve 1 pop down to size 2 again.
Going to my generic formula of pop * (active WW*stuff)/200, if we assume a floor function, then pop 2 = 2 WW even if active WW*stuff/200 is equal to 1.49, as 1.49*2 = 2.98 = 2 with floor function.

But 1.49*3 = 4.47, which in a floor function is 4 WW. So adding one pop moves us to 2 additional WW, and 1 additional crowding unhappy.

Which confirms the floor function, and confirms that it is applied at the end.

Which means that growth to pop 3 before mids would have killed its chances, as hw said. :hatsoff:

I think the pop avail to whip is a function of the happy pop? C63 should know this for sure. Rather than starve out that pop, if we wait a turn or two can we whip it away? (not at game now).

A cultural bridge city to Alex would cost a lot as it could only be placed on a really unhealthy tile on our island. I think it is better to attack Sal first as there is no need of another city. And later when we have conquered the big continent we will have troops there anyway and we will still have QSH left. Mh, but we will gain money from conquering. I think I don´t have an opinion on that cultural city bridge thing.
This depends entirely on how badly we want to capture mids. Also, how badly do we want iron?

At the low pops we are stuck with for now, all cities are small, to the east bridge city, which also gets iron, may be worth it.

dV
 
Yes, we are still building the library in Ning-shia and it still takes a time. I wouldn´t have built the library at all as I prefer barracks in all our cities first but now we should finish the library. Would be a waste of time and hammers when we cancel it.

I remember now that I whiped the Spearman in Turfan 1 turn before the growth to size 3. So the city wasn´t in trouble. So , religion and calender would give us more happy faces and allows bigger cities.
 
I think the pop avail to whip is a function of the happy pop? C63 should know this for sure. Rather than starve out that pop, if we wait a turn or two can we whip it away? (not at game now).
Well, from my experience, this has a simple answer: # of citizens we can whip is up to 50% of the total pop of the city, rounded down. e.g: pop1/whip0, pop2/whip1, pop3/whip1, pop4/whip2, pop5/whip2, etc.

I suppose I'm up. Tech is consensus, how about builds? I can play tonight if I get enough input by then. I have yet to look at save but in general I favor settling the east bridge, maybe even better if before bulbing Theo - would the most recent city be the holy city? If so, almost instant border pop.
 
I favor the east bridge strategy ... need that city for the iron (lets get our bridge cities expanded before we cancel henge with calendar). Then we have specialized forces ... CR swords to atack cities, shock axe to defend the swords from melee, Combat I + medic spears to defend from horse. Mixed CR cats with barrage cats. That is how I tend to build early armies.

That east bridge city keeps our options open, we can go either way, or both ways at once if we wish.

I think if mids was good enough to chase, it is good enough to capture.

If Sal is lagging due to limted land, maybe we save him for last, or just get continental dom without attacking him?

After construction, does metal casting make sense? If we raze Alex on the linking island, rebuild elsewhere on that island gets us silver, doesn't it? Then forges could really boost our happiness.

dV
 
As C63 already noted,

The roster order is

Lehm - just played
Conquistador 63 - UP NOW
hellwitch - on deck
da_Vinci - in the hole
Thrallia - waiting
g_storrow - waiting
Scout 214 - waiting
Ronnie1 - waiting


I agree with the east bridge city plan. I do not think we take a chance on missing Theology by waiting though. We get Mono in 3t and should bulb Theology that turn. That gets us a Holy city and a missionary, raises happy cap in 2 cities. This is the only location that works, nes pas.

Sal will probably sail past to found another city NE. That has got to hurt his economy. Maybe we leave him alone, and go straight for Mids in Athens.

I like Metal Casting after Construction.

The Library in Ning-hsia will speed up with the mine, whip it when available, add Scientist when it grows.

After construction, does metal casting make sense? If we raze Alex on the linking island, rebuild elsewhere on that island gets us silver, doesn't it? Then forges could really boost our happiness.
I think we bypass everything for strike at Mids, then come back and clean up other cities.
 
I agree with R1 ... don't wait to bulb theo ... lets lock it in.

Any chance we want org religion for a while before theocracy?

If Ning-hsia is going to run scientists, then what cities are going to be hammer cities? Turfan, of course, but if not Ning-hsia, then Besh?

Maybe we want to settle the horse city on the west Island for more production at some point?

We could go straight to Athens (home of mids certainly), then clean up the near island for the silver.

dV
 
Sure bulb Theo ASAP, I had no idea Mono was so close. I don't think OR is worth the trouble, as we're already in the troop build phase. I wouldn't have bothered with Lib in Ning either, but since it will be there...

How many galleys will we need? I assume 3 at least, grouped for carrying 6 ground troops. Maybe we should start building them? Are we attacking Alex before cats are available - maybe some pillaging in Saladin's land?
 
Sure bulb Theo ASAP, I had no idea Mono was so close. I don't think OR is worth the trouble, as we're already in the troop build phase. I wouldn't have bothered with Lib in Ning either, but since it will be there...

How many galleys will we need? I assume 3 at least, grouped for carrying 6 ground troops. Maybe we should start building them? Are we attacking Alex before cats are available - maybe some pillaging in Saladin's land?
Maybe pillage Alex, to keep him weak for an easy kill?

Going for Saladin maybe just enough to get him to make peace?

dV
 
So I guess I should have been more clear before founding Ning-hsia as I am getting killed on the Library build. I was going under the assumption that we were targeting a SE economy, hence the Library. I still feel like we need a science boost from somewhere. If we can get it to run 2 scientists, it is the same as GL without the culture, and it doesn't expire.

I was thinking 4 galleys with 4 cats and 2 swords + 2 axes for Athens.

I am OK with peace with Sal, I'm just not sure where he will put the next city he is hauling on that galley. If he places it on our island, we may need to take it out right away.
 
If we want peace we must go for alfa anfter Construction. MC will not boost our week economy at all. We have enough production cities with mines for now. Strategically few AI in peace is greater benefit than +1 :) and 25%production for around 30 turns sooner. after alfa>literature because we could get GL as it we boost the science very much(+8breaker + 8GPP on scientists is a lot in this game). After Literature we can go again for millitary techs like MC>Machinery. I expect that we will be not more than 20 turns later on Machinery if we go on Alfa>Lit first. IMO while we get CS the turns spend will be less in Alfa>lit>MC>Machinery>Col>CS path vs directly MC>Machinery>Col>CS
 
I played my 10 turns and uploaded the save. Saladin wants a closer relationship, but that doesn't necessarily means peace ;) - instead he has 3 galleys and is dropping troops in our island every once in a while.

Bulbed Theology, now we're a christian theocracy. I used the missionary in Turfan, the copper city. Hopefully the religion will spread on its own to our other cities.

I managed to kill a settling party and grab a worker but a misclick a few turns later made us lose that same worker to another landing party. :blush:

Upload log.
Spoiler :
Here is your Session Turn Log from 100 BC to 50 AD:

Turn 160, 100 BC: inserted granaries to delay axes for 2x promotions

Turn 161, 85 BC: You have discovered Monotheism!

Turn 162, 70 BC: Sal landed archer/settler S of Ning
Turn 162, 70 BC: Temujin's Axeman (5.50) vs Saladin's Archer (2.22)
Turn 162, 70 BC: Combat Odds: 99.8%
Turn 162, 70 BC: (Extra Combat: -10%)
Turn 162, 70 BC: Temujin's Axeman is hit for 13 (87/100HP)
Turn 162, 70 BC: Saladin's Archer is hit for 28 (46/100HP)
Turn 162, 70 BC: Saladin's Archer is hit for 28 (18/100HP)
Turn 162, 70 BC: Saladin's Archer is hit for 28 (0/100HP)
Turn 162, 70 BC: Temujin's Axeman has defeated Saladin's Archer!
Turn 162, 70 BC: free worker from Sal
Turn 162, 70 BC: karak supports 3 pop
Turn 162, 70 BC: Christianity has been founded in Ning-hsia!
Turn 162, 70 BC: You have discovered Theology!
Turn 162, 70 BC: The revolution has begun!!!
Turn 162, 70 BC: Temujin converts to Christianity!
Turn 162, 70 BC: The anarchy is over! Your government is re-established.

Turn 163, 55 BC: The revolution has begun!!!
Turn 163, 55 BC: Temujin adopts Theocracy!
Turn 163, 55 BC: The anarchy is over! Your government is re-established.

Turn 164, 40 BC: You have constructed a Library in Beshbalik. Work has now begun on a Granary.

Turn 165, 25 BC: Christianity has spread in Turfan.

Turn 167, 5 AD: The enemy has been spotted near Ning-hsia!
Turn 167, 5 AD: Temujin's Axeman (5.76) vs Saladin's Chariot (4.40)
Turn 167, 5 AD: Combat Odds: 77.3%
Turn 167, 5 AD: (Extra Combat: -20%)
Turn 167, 5 AD: (Extra Combat: +10%)
Turn 167, 5 AD: Saladin's Chariot is hit for 23 (77/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (79/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (62/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (45/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (28/100HP)
Turn 167, 5 AD: Saladin's Chariot is hit for 23 (54/100HP)
Turn 167, 5 AD: Saladin's Chariot is hit for 23 (31/100HP)
Turn 167, 5 AD: Saladin's Chariot is hit for 23 (8/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (11/100HP)
Turn 167, 5 AD: Saladin's Chariot is hit for 23 (0/100HP)
Turn 167, 5 AD: Temujin's Axeman has defeated Saladin's Chariot!
Turn 167, 5 AD: Temujin's Axeman (6.00) vs Saladin's Archer (4.50)
Turn 167, 5 AD: Combat Odds: 73.6%
Turn 167, 5 AD: (Extra Combat: -20%)
Turn 167, 5 AD: (Plot Defense: +25%)
Turn 167, 5 AD: (Hills: +25%)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (83/100HP)
Turn 167, 5 AD: Saladin's Archer is hit for 23 (77/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (66/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (49/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (32/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (15/100HP)
Turn 167, 5 AD: Temujin's Axeman is hit for 17 (0/100HP)
Turn 167, 5 AD: Saladin's Archer has defeated Temujin's Axeman!
Turn 167, 5 AD: Temujin's Spearman (4.80) vs Saladin's Archer (3.46)
Turn 167, 5 AD: Combat Odds: 84.5%
Turn 167, 5 AD: (Extra Combat: -20%)
Turn 167, 5 AD: (Plot Defense: +25%)
Turn 167, 5 AD: (Hills: +25%)
Turn 167, 5 AD: Temujin's Spearman is hit for 18 (82/100HP)
Turn 167, 5 AD: Saladin's Archer is hit for 21 (56/100HP)
Turn 167, 5 AD: Saladin's Archer is hit for 21 (35/100HP)
Turn 167, 5 AD: Saladin's Archer is hit for 21 (14/100HP)
Turn 167, 5 AD: Saladin's Archer is hit for 21 (0/100HP)
Turn 167, 5 AD: Temujin's Spearman has defeated Saladin's Archer!
Turn 167, 5 AD: You have constructed a Granary in Karakorum. Work has now begun on a Axeman.
Turn 167, 5 AD: You have constructed a Granary in Turfan. Work has now begun on a Axeman.

Turn 168, 20 AD: You have trained a Axeman in Karakorum. Work has now begun on a Axeman.
Turn 168, 20 AD: You have trained a Axeman in Turfan. Work has now begun on a Axeman.


Autolog
Spoiler :
Turn 161/660 (85 BC) [14-Aug-2007 20:54:41]
Karakorum begins: Galley (10 turns)
Tech learned: Monotheism
Karakorum grows: 3

IBT:

Turn 162/660 (70 BC) [14-Aug-2007 21:01:33]
Research begun: Construction (27 Turns)
User comment: Sal landed archer/settler S of Ning
While attacking in Mongolian territory near Ning-hsia, Axeman defeats (4.35/5): Arabian Archer (Prob Victory: 99.8%)
User comment: free worker from Sal
User comment: karak supports 3 pop
Tech learned: Theology
Christianity founded in a distant land
Christianity has spread: Ning-hsia

IBT:
State Religion Change: Temujin(Mongolia) from 'no State Religion' to 'Christianity'

Turn 163/660 (55 BC) [14-Aug-2007 21:08:32]

IBT:
Attitude Change: Asoka(India) towards Cyrus(Persia), from 'Cautious' to 'Pleased'
Civics Change: Temujin(Mongolia) from 'Paganism' to 'Theocracy'

Turn 164/660 (40 BC) [14-Aug-2007 21:10:57]
Beshbalik finishes: Library

IBT:

Turn 165/660 (25 BC) [14-Aug-2007 21:18:15]
Christianity has spread: Turfan

IBT:

Turn 166/660 (10 BC) [14-Aug-2007 21:21:55]
Axeman promoted: Combat II
Axeman promoted: Combat II

IBT:
While defending in Mongolian territory near Ning-hsia, Worker loses to: Arabian Chariot (4.00/4) (Prob Victory: 0.2%)

Turn 167/660 (5 AD) [14-Aug-2007 21:26:40]
Axeman promoted: Cover
While attacking in Mongolian territory at Ning-hsia, Axeman defeats (0.55/5): Arabian Chariot (Prob Victory: 77.3%)
While attacking in Mongolian territory at Ning-hsia, Axeman loses to: Arabian Archer (2.31/3) (Prob Victory: 73.6%)
Spearman promoted: Combat II
While attacking in the wild near Turfan, Spearman defeats (3.28/4): Arabian Archer (Prob Victory: 84.5%)
Karakorum finishes: Granary
Turfan finishes: Granary

IBT:

Turn 168/660 (20 AD) [14-Aug-2007 21:29:21]
Karakorum finishes: Axeman
Turfan finishes: Axeman

IBT:

Turn 169/660 (35 AD) [14-Aug-2007 21:31:30]

IBT:

Turn 170/660 (50 AD) [14-Aug-2007 21:33:14]


So I guess I should have been more clear before founding Ning-hsia as I am getting killed on the Library build. I was going under the assumption that we were targeting a SE economy, hence the Library. I still feel like we need a science boost from somewhere. If we can get it to run 2 scientists, it is the same as GL without the culture, and it doesn't expire.

It may be worse than that. I tried to hire a scientist in the cities which already have libraries (Karak, Besh) and the game didn't allow it! I think we should report this bug by PM to the admins. If we have to live with it, we must rethink any attempt at running a SE.
 
It may be worse than that. I tried to hire a scientist in the cities which already have libraries (Karak, Besh) and the game didn't allow it! I think we should report this bug by PM to the admins. If we have to live with it, we must rethink any attempt at running a SE.
This is looking like some kind of bug ... here are some posts that have reported it:

http://forums.civfanatics.com/showpost.php?p=5813266&postcount=1283

http://forums.civfanatics.com/showpost.php?p=5813569&postcount=1284

and the thread link (1200+ posts !!!)

http://forums.civfanatics.com/showthread.php?t=229172

In my case, if I set the city governor to emphasize GP points, I got my buttons to add specialists (but IIRC, not always the full number was allowed).

I added all of the threads regarding the new versions (patches) and the HOF mod to my subscribed threads, to keep up with these issues, which appear to be numerous. If there is interest , I can post the links to the set of threads I am tracking on this.

dV
 
The server site is having issues, so I can't download the save just yet.

The roster order is

Lehm - waiting
Conquistador 63 - just played
hellwitch - UP NOW
da_Vinci - on deck
Thrallia - in the hole
g_storrow - waiting
Scout 214 - waiting
Ronnie1 - waiting


Am I understanding that we cannot assign specialists for some reason? That would definitely put a crimp in plans for Specialist economy.
 
You might load up a previous save and try to assign a scientist in Karak - this is not an irreversible move, so it is ok to do it. Unless you find a workaround to it, as our team's captain I suggest you PM the game admin about the subject.
 
You might load up a previous save and try to assign a scientist in Karak - this is not an irreversible move, so it is ok to do it. Unless you find a workaround to it, as our team's captain I suggest you PM the game admin about the subject.
Did previous saves have any completed libraries? Might be that you are the only one who can test this out C63 ... until the server is back up. See if switching the governor to emphasize GP production doesn't give you the +/- workaround for the scientists. IIRC, set to GP emphasis, add specialist, then you can turn off GP emphasis and the specialist stays.

dV

Addendum: getting back to the progress page OK now.

dV
 
I'm away from game PC until tomorrow, but Karak's library was done in Lehm's turnset.
Unrelated thoughts/suggestions:
1. I agree with hw, alpha/lit after construction (which will take a while, though).
2. Monastery in Ning or Turfan to spread faith?
3. Cottages over farmed tiles when workers are idle?
4. Maybe killing a bunch of Sal's invading troops will be enough to get peace from him? (just to alleviate WW)
5. In the pop3 cities (capitol and christian cities), beware of whipping, as -1 happiness may not wear off before pop regrows.
 
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