SGOTM 05 - Gypsy Kings

For the WW it will keep us at pop2, maybe with some mirco and the gold we can make the capitol on 3pop. IMO we must stay in war till the barb fill all the empty land with cities(maybe around 0AD). Also watch if some of the barbs town are in danger - this could force the peace with some of the AIs. The problem with making peace ASAP is that the AI will fill all free land in no time as most of the must have 1-2 settler already builded.
About the tech path IMO next it could be Writing>Math>Contruction as will get or almost get sailing on the way. And Pottery has 12 free breakers on the last save(1090 BC)
I like maintaining the wars as long as we can stand it. A compromise could be to make peace with the single island AI, stay at war with the mainland AI if we have to cut down the WW at some future point.

Now for a look at the save.

dV
 
I play BtS now and what i found - Alex UU the phalanx is axeman now and have +100% vs chariot, +50% vs hand figther and starts with C1 as alex is aggresive. This UU is unbeatable fithing machine and you dont need other type of units at all till maces. Now Alex joins Julius Ceaser as best warmonger. I tried them both on immortal and the first 1-2 AIs eat the dust very fast.
Other thing - i found the maps somehow richer that before.
the AI is really better - the angkor guy try a axe+spear rush in one game and i had a fair fight as i was with ramzes
 
Save looks good Th! :goodjob:

We might consider a strategy of sending a corps of workers to the main island to improve the Barb cities for them ... this might mean getting to sailing early, so we have galleys in time for our culture bridge west.

Do barbs suffer WW? I would think that they would suffer Peace Weariness! :lol:

I think that we need a plan to pay our bills ... libraries and scientists can get us research, but we still need some cash. Maybe one cottage per city to pay the maint?

Horse in Karak is great! We now have two good hammer tiles in each of our cities so far ... good to keep pop low while we make stuff. Might need to rotate tiles between hammers and food to keep pop stable.

Saladin has almost filled the limited space on his island ... only one barb there ... and only ice/tundra left to settle. Should we make early peace with him, if he is willing?

After IW, writing? Let pottery come in on its own? How soon do we want sailing for some ships? Those are the basic tech issues. Otherwise, looks like we place our four cities as planned, and then go from there.

dV
 
I say might as well make peace with Saladin while he's willing. if we are going domination, we can ignore him entire after we peace him, I think. I think we may as well peace Alex also, as I think he's on a very small island, and barbs have no chance of damaging him.

After IW, I vote pottery>Writing. We need to work on our economy after IW, and the only way we'll keep good research while conquering is with specialists.

I disagree with hw about the necessary wonders though. GL(Great Library, I assume?) is nice to have, but it isn't as essential as the Pyramids is for a SE.

Pyramids gives represenation, which gives +3 science per specialist, empire wide. Since you have to have libraries to have specs, that means each scientist goes from +4(after library) to +8(after library) On the other hand, the Great Library gives us 2 +3 science scientists. It is mainly helpful in getting GS's, and since we'll be running an SE anyway, an extra 2 science specs will not gain us enough extra GS to make it more worthwhile than the PYramids is.

Additionally, Pyramids will allow us to run police state, reducing our WW a great deal early in the game.
 
IMO we should destroy or conquer everything on the big continent first. After it we´ll send our troops to conquer Saladin´s cities while we are building a lot of settlers which we will spawn on the big continent to win by domination. The advantage is that we don´t need to tech to astronomy which we would need to get to the island of Quin and Alex. Although we might reach Alex through the cultural bridge given by his cities.
The number of cottages per city depends on the number of tiles the city can work. IMO we should research pottery right after IW then go for construction. As two galleys will be enough to transport our units to the big continent there is no need to hurry and we can invent Sailing later.
We will build our cities on our island and we will need a couple of workers to chop some jungle tiles and to send one or two of them to build roads on the big continent to let our units move faster overthere.
 
Sorry have not been posting. Had other stuff on.

Are we building pyramids in 3rd city? Are we worried we might get beat towards it?
Reagrding a specialist economy when we go all war 0% science we will still need money (ie cottages) to pay for war machine. IA m generally concnered at that.
Agree with making peace with saladin? Myabe alex as well havent looked at his island yet.
 
I looked at last save, and IIRC the only peace we could (and should, IMO) get was with Alex. Sal wouldn't accept, and most others wanted Beshbalik.

I'm with Thrallia, if we want some other wonder that would be Pyramids.

On tech I agree with writing after IW. Pottery will come in handy after our workforce connect resources, build roads, clear some jungle and maybe chop 3 forests in city #3 (preferrably with stone connected and math researched) if we agree on Pyramids.

And I haven't tested but are you sure our cities can't grow to pop4? That would come in handy for whipping once in a while.
 
I looked at last save, and IIRC the only peace we could (and should, IMO) get was with Alex. Sal wouldn't accept, and most others wanted Beshbalik.
Just because they say they want Beshbalik, does that mean they won't make peace for less? We won't know until we try, but what is everyone's experience with that?

I'm with Thrallia, if we want some other wonder that would be Pyramids.
I like pyramids myself, and I think that is the first task for copper city. At one point our barbs had pillaged Cyrus' stone ... didn't look to see if he's hooked it back up. But with three forest chops (after math if we can get there fast enough) and perhaps three hills we can work (depending on WW), we should have a good shot.

On tech I agree with writing after IW. Pottery will come in handy after our workforce connect resources, build roads, clear some jungle and maybe chop 3 forests in city #3 (preferrably with stone connected and math researched) if we agree on Pyramids.
Are you saying writing>math before pottery? Useful to augment chops for 'mids. And in the short run, since pop growth is limited by WW for a while, the coast tiles can give us some commerce, like a river cottage with one less food. So maybe we can let pottery come in for free.

When to insert sailing is the other tech question

And I haven't tested but are you sure our cities can't grow to pop4? That would come in handy for whipping once in a while.
Happy in Capital is 6 with gold, 5 in other cities with gold. WW is 1 now, but WW 2 will come soon I expect. The pop 3 is max without idle worker, and after a whip for 2 pop, 2 is max without idle until whip unhappy wears off.

Peace with Alex may not affect WW at all ... have we ever had a barb on his island? Peace with Sal, if we can get it, may have little effect as well if we did not get many losses vs him.

For g_s' turnset, here are the questions as I see it:

1. After IW, what tech path? Writing>math is good to chop mids, early pottery allows early cottaging (early granaries don't matter much give WW issue), and when to get sailing? Maybe beeline to cats and let sailing and pottery come in for free?

With low pop early, I say wait on pottery, go writing>math.

2. What to build in copper city? Start on mids right away? Barracks first? No need to make units until we have ships to take them somewhere.

I'd start mids right away.

3. What builds in other cities? We need one settler for the culture bridge city, and more workers (total of 4 perhaps?), as some will go to build the barbs (the "Peace Corps?")

dV
 
Well i don't think we need the Pyramids and it is very possible to miss it. In my longer tests AI get them around 500BC(don't know which turn that means).
About Pottery - we will get it soon for free so i vote for Writng directly.
My exp is that when the AI want a town for peace the peace is possible with giving the AI tech or money instead. The trouble here is that we need Alfabet and currency for these stuff.
We have horses in the FC. We need to hook them very soon - 4 hammers and 2comerce!!!
 
Well i don't think we need the Pyramids and it is very possible to miss it. In my longer tests AI get them around 500BC(don't know which turn that means).
About Pottery - we will get it soon for free so i vote for Writng directly.
My exp is that when the AI want a town for peace the peace is possible with giving the AI tech or money instead. The trouble here is that we need Alfabet and currency for these stuff.
We have horses in the FC. We need to hook them very soon - 4 hammers and 2comerce!!!
Pyramids may be the most controversial issue for the next few turnsets. More on that below.

We will get pottery for free, but I am not sure that will be soon (what, 2 or 3 bpt, 80 cost from the tech list on this site (is that for normal speed though?), maybe 120 with our 140% penalty for being a team ... 40 to 60 turns). Still, with small city pop, I think we will be working hammer tiles, so no one avalable to work cottages early anyway, so writing directly works I think.

Worker in Besh should finish the rice farm, hook up the stone, then road up to Karak. Worker is next build in Karak I would think, and should hook up the horse, then the copper. Unless we just make next settler in Karak now for bridge city, and get worker #3 out of Besh?

We might want to found all the cities we want on the island quickly, get to FC in each, then get calendar in a hurry for added happiness.

Pyramids ... The availability of police state could be key to this game, particularly if we are able to give the barbs good military techs. Representation is useful too (can't run both at the same time :sad: :lol: ).

Can we get it before the AI, and what do we sacrifice to do that? How many cats, swords, axes and galleys could we make instead of the 'mids? That is the tradeoff. But if we are cash poor, we can't afford many troops, so is police state critical for a large army? What if the AI never want to make peace? I had a game once where late into it, at war with three at once, WW had each city only working the city tile! :eek: Luckily I was able to make peace with at least one to fix that.

A pile of troops waiting for ships will just cost us money and slow our teching.

I can see the 'mids question going either way ... we need a calculation of what turn we could get it by if we chase it, and how that compares to 500 BC.

We need to solve the mids question before g_s plays next.

dV
 
Nice going Thrallia!

The roster order is

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

@ gs, Please post your plans for review and discussion. There are a number of issues the jury is still out on, so it may take a day or two to get a consensus.
 
Pottery is 234 beakers, we have 11 or so now. 2 or 3 free BPT puts us 70 to 100 turns from getting it free. So we either have a long wait, or at some point we do it ourselves. I am willing to go writing > math first ... we can always jump on pottery if we decide later we really need it.

Pyramids ... 675 hammers. With math and stone, each chop is 90, so with three forests in the fat cross, 270 hammers from that. 405 left ... pop 2 working copper and a mine is 7 hammers plus city hammer is 8, doubled to 16.

405 / 16 = 25.3 so 26 turns to build the mids. So lets say by turn 130 we can do it ... that is 550 BC. Problem is, we can't get math that fast ... writing is 20 and math is another 49. So chops are less, only 60 each for 180 ... 90 more hammers the hard way. At 16 hpt, that is 5 more turns. A whip at the end could be worth those 5 turns, so we might get mids by 500 BC.

Qin is the only industrious AI, right? I don't see him having stone so far, so I think mids are within reach.

So the debate is do we want to do something else with the hammers? If we build troops instead, then I think we need sailing next to put them on ships. No point having them idle and costing gold for nothing.

I tend to be unable to resist building, so if Lehm or hellwitch strongly prefer forsaking wonders for early attack (without cats at this stage), I would be willing to try that out. But if we are not going to attack before cats, then stocking troops will just burn up our gold, and we have nothing better to do than mids. If we miss it, we will be rich, so it is win-win.

I think worker next in Karak so we have enough for fast development of copper city.

dV
 
IMO we should destroy or conquer everything on the big continent first. After it we´ll send our troops to conquer Saladin´s cities while we are building a lot of settlers which we will spawn on the big continent to win by domination. The advantage is that we don´t need to tech to astronomy which we would need to get to the island of Quin and Alex. Although we might reach Alex through the cultural bridge given by his cities.
The number of cottages per city depends on the number of tiles the city can work. IMO we should research pottery right after IW then go for construction. As two galleys will be enough to transport our units to the big continent there is no need to hurry and we can invent Sailing later.
We will build our cities on our island and we will need a couple of workers to chop some jungle tiles and to send one or two of them to build roads on the big continent to let our units move faster overthere.

We don't want a cottage economy for conquering the world...our research will die and it will be a struggle to finish off the continent. Pottery can wait...we are getting some free beakers right now in it, we'll get more soon, and Writing is more important for our research.

Sorry have not been posting. Had other stuff on.

Are we building pyramids in 3rd city? Are we worried we might get beat towards it?
Reagrding a specialist economy when we go all war 0% science we will still need money (ie cottages) to pay for war machine. IA m generally concnered at that.
Agree with making peace with saladin? Myabe alex as well havent looked at his island yet.

During war, most of our money can come from 0-40% research and from taking over cities. Our research will come from specialists. I've never had cash be a problem in war games, except when I attempt to do research at the same time using the sliders.

Just because they say they want Beshbalik, does that mean they won't make peace for less? We won't know until we try, but what is everyone's experience with that?

I like pyramids myself, and I think that is the first task for copper city. At one point our barbs had pillaged Cyrus' stone ... didn't look to see if he's hooked it back up. But with three forest chops (after math if we can get there fast enough) and perhaps three hills we can work (depending on WW), we should have a good shot.

In my experience, the AI will not give up more than it says they will in 'what will it take for peace', and they will also never take less than they suggest through that same method.

1. After IW, what tech path? Writing>math is good to chop mids, early pottery allows early cottaging (early granaries don't matter much give WW issue), and when to get sailing? Maybe beeline to cats and let sailing and pottery come in for free?

With low pop early, I say wait on pottery, go writing>math.

I agree with writing>math. Pottery will get more and more beakers for free soon, and Sailing will begin getting them soon as well.

2. What to build in copper city? Start on mids right away? Barracks first? No need to make units until we have ships to take them somewhere.

I'd start mids right away.

Agreed here as well, Mids are the most important of the things we can build in city 3.

3. What builds in other cities? We need one settler for the culture bridge city, and more workers (total of 4 perhaps?), as some will go to build the barbs (the "Peace Corps?")

dV

I've got both Karak and Beshbalik working on workers right now, which would give us 3 workers, we can keep building them as we want, it'll keep our cities at size 2 and give us plenty of workers and the rest of our settlers...that should be plenty to hook up the horses and chop down all those jungles.

As for the culture bridge, we do need to get that settler going either right now or after building the worker in Karak because the barbs don't care about our fogbusting, so they could settle a city in that area.

Well i don't think we need the Pyramids and it is very possible to miss it. In my longer tests AI get them around 500BC(don't know which turn that means).
About Pottery - we will get it soon for free so i vote for Writng directly.
My exp is that when the AI want a town for peace the peace is possible with giving the AI tech or money instead. The trouble here is that we need Alfabet and currency for these stuff.
We have horses in the FC. We need to hook them very soon - 4 hammers and 2comerce!!!

What would we do without the Pyramids though? How would we combat the WW we will undoubtedly get during this game without having access to Police State? I actually think that in terms of overall strategy, that's a bigger reason than Representation to try to get it.

-50% WW and +25% military production will be huge this game...and I believe that barbs will get the pyramids bonus also? I think teams usually both get the bonuses, if so, they could get +25% military production inside their cities as well.

Pyramids may be the most controversial issue for the next few turnsets. More on that below.

Pyramids ... The availability of police state could be key to this game, particularly if we are able to give the barbs good military techs. Representation is useful too (can't run both at the same time :sad: :lol: ).

Can we get it before the AI, and what do we sacrifice to do that? How many cats, swords, axes and galleys could we make instead of the 'mids? That is the tradeoff. But if we are cash poor, we can't afford many troops, so is police state critical for a large army? What if the AI never want to make peace? I had a game once where late into it, at war with three at once, WW had each city only working the city tile! :eek: Luckily I was able to make peace with at least one to fix that.

A pile of troops waiting for ships will just cost us money and slow our teching.

I can see the 'mids question going either way ... we need a calculation of what turn we could get it by if we chase it, and how that compares to 500 BC.

We need to solve the mids question before g_s plays next.

dV

I doubt the AI gets Pyramids at 500BC. raging barbs slows them down, and I rarely see the Pyramids built before 300BC in most games(unless some wonder happy AI is in the game, which we don't have other than Qin, who appears to have no stone)

So I think it is eminently possible for us to get it.

Pottery is 234 beakers, we have 11 or so now. 2 or 3 free BPT puts us 70 to 100 turns from getting it free. So we either have a long wait, or at some point we do it ourselves. I am willing to go writing > math first ... we can always jump on pottery if we decide later we really need it.

Pyramids ... 675 hammers. With math and stone, each chop is 90, so with three forests in the fat cross, 270 hammers from that. 405 left ... pop 2 working copper and a mine is 7 hammers plus city hammer is 8, doubled to 16.

405 / 16 = 25.3 so 26 turns to build the mids. So lets say by turn 130 we can do it ... that is 550 BC. Problem is, we can't get math that fast ... writing is 20 and math is another 49. So chops are less, only 60 each for 180 ... 90 more hammers the hard way. At 16 hpt, that is 5 more turns. A whip at the end could be worth those 5 turns, so we might get mids by 500 BC.

Qin is the only industrious AI, right? I don't see him having stone so far, so I think mids are within reach.

So the debate is do we want to do something else with the hammers? If we build troops instead, then I think we need sailing next to put them on ships. No point having them idle and costing gold for nothing.

I tend to be unable to resist building, so if Lehm or hellwitch strongly prefer forsaking wonders for early attack (without cats at this stage), I would be willing to try that out. But if we are not going to attack before cats, then stocking troops will just burn up our gold, and we have nothing better to do than mids. If we miss it, we will be rich, so it is win-win.

I think worker next in Karak so we have enough for fast development of copper city.

dV

I also tend to build more than I should...but then, if I were playing this game solo, I would go for the Henge and for the Pyramids whether I was going to attempt a military or a diplo victory. Those two are important for both, although Henge is more important for a military victory when Astro isn't required.
 
also, in order to find out if barb cities count for our domination limit, in the HOF mod settings set the civ4lerts domination land limit warning to about 50-55%, and hit end turn...it will tell you if we are getting withint that % of a domination win, and tell us how many tiles we have, and how many are required. Then we can count our tiles with and without the barb city. That's the easiest way to tell if their cities count toward domination or not.

If they don't, then conquest may end up being the only way to win militarily.
 
For this turnset, here is how I see it.

We settle city #3 where the scout is sitting right now, 1W of the copper. Start building the Pyramids immediately.

Finish researching IW and then start on Writing.

People have been talking WW being a big factor, but we are no where near our happy cap at the moment in either city. After the workers are done, which we need desperately, I think we build some Archers/Chariots for defense/counter attacks in both cities, and let the pops grow.

The workers in the south need to finish the Rice farm and then road to the Stone and Quarry that. Then road to city #3 ASAP to boost Pyramid production BEFORE chopping the forrests. I would build the Copper mine before chopping anything so we get to work a high production tile sooner.

The worker from Karak Pastures the Horses, then roads to city #3 to tie all resources together.

I think gs should play about 20 turns maybe(T120), which should get us about half way to writing and maybe get the copper mine up and most of the roads in.

Then Scout214 gets the job of chopping the forrests to bring the Pyramids in!
 
Thrallia made an interesting point about the barbs potentially founding cities where we want them ! :eek: Seems that we want to get a settler out of Karak next to secure the west bridge city, because if we lose that, we have to wait for astro ! :eek: :( :sad: :cry: :mad:

Is that even more important than mids and copper? Should the current settler go and settle there first? Not getting that bridge city could really screw up our game!

Or at the least, settler again in Karak, and whip it, get to west coast ASAP.

dV
 
I'd say settler again. The barbs just started founding cities, and its highly unlikely they would pick here before we could get there...besides, it appears they gain culture anyway, so if they do found a city there, we may get that culture bridge anyway :D
 
But they might settle 1 tile off the coast and then we would have to wait until second border expansion. I think we should build a settler again in Karak.
 
I just wanted to say that I agree 100% with Thrallia's analysis in his recent long post. :) I also think that R1's plans for MM for next turnset are pretty accurate. I'd just insert a workboat or 2 for exploring, if we want cities to grow. OTOH, I'd like to hear a more detailed alternative plan from Lehm and hw if they're against it. Like "build x,y attack z when we have n techs/troops, etc".

And I haven't tested it but I'm 99% sure that barbs' cities count towards Dom limit. Also, if we get the 'mids they also get option to pick any gov't civic. Nothing assures us that they'll pick PS, though.

How many turns till IW is done? Maybe gs could play until there then more discussion? Just a thought.

And have we decided on the peace/war question?
 
But they might settle 1 tile off the coast and then we would have to wait until second border expansion. I think we should build a settler again in Karak.
Not as bad as I first thought, it occured to me later that we can use barb culture bridge. But I think we want to get right on the coast, as Lehm says, so I think settler ASAP in Karak to beat the barbs to the coast. And move the scout there, in case that makes any difference.

Of course, if they settle inland two tiles, it prevents us from settling within 2 tiles of their city ... that could really delay our attack! If we settle the coast now, then copper ASAP, then we can have the jungles pre-chopped for copper, and hopefully work copper and two hills. Might still be able to get to mids. How fast can we make the second settler if the worker heads north to pasture the horse ASAP?

Maybe we need to think more about the risk that the barbs pose to the coastal city!

Some teams will get copper, then coast without barb interference. If we go coast, then copper, can we compete with them? If no, then we have to try the copper - coast gambit. A risk we have to take. If we think that we are competitive coast first, then copper, no mids, then that might be the safest play. In fact, coast first gives us an earlier land bridge, if nothing else we can send workers to develop the barb cities, if not troops.

We need to run the math on how fast we can get a second settler, if pasture horses helps, etc. Then decide if we want coast before copper.

Regarding peace, I think that since we have never seen a barb on Alex's Island, maybe there is no room for one? Might as well make peace with him, as I don't see any benefit to us for the war. I'd see if we can maintain the other wars until WW gets to onerous.

Workboats don't have anywhere to go exploring, do they? Not until we get the culture bridge up can they get away from our island. I think that after enough workers and settlers, it will be time to make libraries which will allow pop growth, or barracks, or even garrison warriors. So not sure the WB make sense right now.

dV
 
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