SGOTM 05 - Gypsy Kings

The main problem is that we are running out of money. we have 24 gold and minus 4 at 100% income rate. So 6 turns left to react.

We have 3 spears and 1 axe onboard the galleys. The third galley will pick up another axe and another spear in two turns. After it it takes a couple of turns until the next units (a swordman in 8 turns) will arrive. Sal has 4 HA two archers and 1 axe in Mecca. So I think I will land those 6 units then bring the cats over to reduce the cities defence. An then I will wait for other units if it´s neccesary or attack if our odds are already good (which I don´t expect).

Furthermore I think we have to change the worked tiles iin Beshbalik and Karak to the cottages to hold income at 0. When we enter foreign territory we will have to pay even more. That´s why I will build cottages for Westbridge and Turfan too.

Do you agree on that or did I miss something important?
 
I disagree to my own proposal!!!

I think it is better to change the worked tile in Beshbalik to a cottage and another one in Turfan from the hill to a coast tile. It doesn´t influence the time the next Sword will come out in Turfan. It stays at 2 turns.
 
Played 9 turns to turn 230 and uploaded the save. Here is the turn log:

Spoiler :

Here is your Session Turn Log from 800 AD to 935 AD:

Turn 220, 800 AD: Isabella has made peace with Tokugawa!

Turn 222, 830 AD: You have trained Christian Missionary in West Bridge Ham. Work has now begun on a Galley.
Turn 222, 830 AD: Tokugawa adopts Hereditary Rule!

Turn 223, 845 AD: Temujin's Axeman (6.00) vs Saladin's Archer (2.40)
Turn 223, 845 AD: Combat Odds: 99.8%
Turn 223, 845 AD: (Extra Combat: -20%)
Turn 223, 845 AD: (Combat: -25%)
Turn 223, 845 AD: Saladin's Archer is hit for 30 (70/100HP)
Turn 223, 845 AD: Saladin's Archer is hit for 30 (40/100HP)
Turn 223, 845 AD: Saladin's Archer is hit for 30 (10/100HP)
Turn 223, 845 AD: Temujin's Axeman is hit for 12 (88/100HP)
Turn 223, 845 AD: Saladin's Archer is hit for 30 (0/100HP)
Turn 223, 845 AD: Temujin's Axeman has defeated Saladin's Archer!
Turn 223, 845 AD: Cai Lun has been born in Nanjing!

Turn 225, 875 AD: Your Catapult has reduced the defenses of Mecca to 16%!
Turn 225, 875 AD: Saladin's Horse Archer (6.60) vs Temujin's Spearman (12.00)
Turn 225, 875 AD: Combat Odds: 1.3%
Turn 225, 875 AD: (Extra Combat: -10%)
Turn 225, 875 AD: (Extra Combat: +20%)
Turn 225, 875 AD: (Plot Defense: +50%)
Turn 225, 875 AD: (Fortify: +5%)
Turn 225, 875 AD: (Combat: +125%)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 26 (74/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 26 (48/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 26 (22/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 26 (0/100HP)
Turn 225, 875 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 225, 875 AD: Saladin's Horse Archer (7.20) vs Temujin's Spearman (12.00)
Turn 225, 875 AD: Combat Odds: 3.8%
Turn 225, 875 AD: (Extra Combat: -20%)
Turn 225, 875 AD: (Extra Combat: +20%)
Turn 225, 875 AD: (Plot Defense: +50%)
Turn 225, 875 AD: (Fortify: +5%)
Turn 225, 875 AD: (Combat: +125%)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 225, 875 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 225, 875 AD: Saladin's Horse Archer (7.20) vs Temujin's Spearman (12.00)
Turn 225, 875 AD: Combat Odds: 3.8%
Turn 225, 875 AD: (Extra Combat: -20%)
Turn 225, 875 AD: (Extra Combat: +20%)
Turn 225, 875 AD: (Plot Defense: +50%)
Turn 225, 875 AD: (Fortify: +5%)
Turn 225, 875 AD: (Combat: +125%)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 225, 875 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 225, 875 AD: Temujin's Spearman is hit for 15 (70/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 225, 875 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 225, 875 AD: Saladin's Horse Archer (7.20) vs Temujin's Spearman (12.00)
Turn 225, 875 AD: Combat Odds: 3.8%
Turn 225, 875 AD: (Extra Combat: -20%)
Turn 225, 875 AD: (Extra Combat: +20%)
Turn 225, 875 AD: (Plot Defense: +50%)
Turn 225, 875 AD: (Fortify: +5%)
Turn 225, 875 AD: (Combat: +125%)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 225, 875 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 225, 875 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 225, 875 AD: Saladin's Horse Archer (7.20) vs Temujin's Spearman (12.00)
Turn 225, 875 AD: Combat Odds: 3.8%
Turn 225, 875 AD: (Extra Combat: -20%)
Turn 225, 875 AD: (Extra Combat: +20%)
Turn 225, 875 AD: (Plot Defense: +50%)
Turn 225, 875 AD: (Fortify: +5%)
Turn 225, 875 AD: (Combat: +125%)
Turn 225, 875 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 225, 875 AD: Temujin's Spearman is hit for 15 (70/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 225, 875 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 225, 875 AD: Temujin's Spearman has defeated Saladin's Horse Archer!

Turn 226, 890 AD: Christianity has spread in Beshbalik.
Turn 226, 890 AD: Homer has been born in Kyoto!
Turn 226, 890 AD: Saladin's Horse Archer (6.60) vs Temujin's Spearman (10.80)
Turn 226, 890 AD: Combat Odds: 4.1%
Turn 226, 890 AD: (Extra Combat: -10%)
Turn 226, 890 AD: (Extra Combat: +20%)
Turn 226, 890 AD: (Combat: +125%)
Turn 226, 890 AD: (River Attack: +25%)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 226, 890 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 226, 890 AD: Saladin's Horse Archer (6.60) vs Temujin's Spearman (10.80)
Turn 226, 890 AD: Combat Odds: 4.1%
Turn 226, 890 AD: (Extra Combat: -10%)
Turn 226, 890 AD: (Extra Combat: +20%)
Turn 226, 890 AD: (Combat: +125%)
Turn 226, 890 AD: (River Attack: +25%)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (75/100HP)
Turn 226, 890 AD: Temujin's Spearman is hit for 15 (85/100HP)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (50/100HP)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (25/100HP)
Turn 226, 890 AD: Saladin's Horse Archer is hit for 25 (0/100HP)
Turn 226, 890 AD: Temujin's Spearman has defeated Saladin's Horse Archer!

Turn 227, 905 AD: Plato has been born in a far away land!

Turn 228, 920 AD: Your Catapult has reduced the defenses of Mecca to 0%!
Turn 228, 920 AD: Ananda has been born in Madrid!
Turn 228, 920 AD: Cyrus adopts Hereditary Rule!
Turn 228, 920 AD: Alexander's Golden Age has begun!!!

Turn 229, 935 AD: Temujin's Catapult (5.00) vs Saladin's Archer (8.10)
Turn 229, 935 AD: Combat Odds: 2.8%
Turn 229, 935 AD: (Plot Defense: +25%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (City Defense: +70%)
Turn 229, 935 AD: (Hills: +25%)
Turn 229, 935 AD: (River Attack: +25%)
Turn 229, 935 AD: Your Catapult has caused collateral damage! (4 Units)
Turn 229, 935 AD: Temujin's Catapult is hit for 25 (75/100HP)
Turn 229, 935 AD: Temujin's Catapult is hit for 25 (50/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 15 (85/100HP)
Turn 229, 935 AD: Temujin's Catapult is hit for 25 (25/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 15 (70/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 15 (55/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 15 (40/100HP)
Turn 229, 935 AD: Your Catapult has withdrawn from combat with a Archer!
Turn 229, 935 AD: Temujin's Catapult (5.00) vs Saladin's Archer (5.22)
Turn 229, 935 AD: Combat Odds: 40.7%
Turn 229, 935 AD: (Plot Defense: +25%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (City Defense: +70%)
Turn 229, 935 AD: (Hills: +25%)
Turn 229, 935 AD: (City Attack: -45%)
Turn 229, 935 AD: Your Catapult has caused collateral damage! (3 Units)
Turn 229, 935 AD: Temujin's Catapult is hit for 21 (79/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 18 (69/100HP)
Turn 229, 935 AD: Temujin's Catapult is hit for 21 (58/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 18 (51/100HP)
Turn 229, 935 AD: Temujin's Catapult is hit for 21 (37/100HP)
Turn 229, 935 AD: Temujin's Catapult is hit for 21 (16/100HP)
Turn 229, 935 AD: Your Catapult has withdrawn from combat with a Archer!
Turn 229, 935 AD: Temujin's Catapult (5.00) vs Saladin's Archer (4.05)
Turn 229, 935 AD: Combat Odds: 79.7%
Turn 229, 935 AD: (Plot Defense: +25%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (City Defense: +50%)
Turn 229, 935 AD: (Hills: +25%)
Turn 229, 935 AD: (City Attack: -45%)
Turn 229, 935 AD: Your Catapult has caused collateral damage! (3 Units)
Turn 229, 935 AD: Temujin's Catapult is hit for 19 (81/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 20 (55/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 20 (35/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 20 (15/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 20 (0/100HP)
Turn 229, 935 AD: Temujin's Catapult has defeated Saladin's Archer!
Turn 229, 935 AD: Your Catapult has destroyed a Archer!
Turn 229, 935 AD: Temujin's Catapult (5.00) vs Saladin's Axeman (3.67)
Turn 229, 935 AD: Combat Odds: 87.3%
Turn 229, 935 AD: (Plot Defense: +25%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (City Attack: -45%)
Turn 229, 935 AD: Your Catapult has caused collateral damage! (1 Unit)
Turn 229, 935 AD: Saladin's Axeman is hit for 21 (49/100HP)
Turn 229, 935 AD: Saladin's Axeman is hit for 21 (28/100HP)
Turn 229, 935 AD: Saladin's Axeman is hit for 21 (7/100HP)
Turn 229, 935 AD: Temujin's Catapult is hit for 18 (82/100HP)
Turn 229, 935 AD: Saladin's Axeman is hit for 21 (0/100HP)
Turn 229, 935 AD: Temujin's Catapult has defeated Saladin's Axeman!
Turn 229, 935 AD: Your Catapult has destroyed a Axeman!
Turn 229, 935 AD: Temujin's Swordsman (6.60) vs Saladin's Archer (3.22)
Turn 229, 935 AD: Combat Odds: 97.4%
Turn 229, 935 AD: (Extra Combat: -10%)
Turn 229, 935 AD: (Plot Defense: +25%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (City Defense: +70%)
Turn 229, 935 AD: (Hills: +25%)
Turn 229, 935 AD: (City Attack: -30%)
Turn 229, 935 AD: Temujin's Swordsman is hit for 17 (83/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 23 (27/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 23 (4/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 23 (0/100HP)
Turn 229, 935 AD: Temujin's Swordsman has defeated Saladin's Archer!
Turn 229, 935 AD: Your Swordsman has destroyed a Archer!
Turn 229, 935 AD: Temujin's Swordsman (6.60) vs Saladin's Archer (2.28)
Turn 229, 935 AD: Combat Odds: 100.0%
Turn 229, 935 AD: (Extra Combat: -10%)
Turn 229, 935 AD: (Plot Defense: +25%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (City Defense: +70%)
Turn 229, 935 AD: (Hills: +25%)
Turn 229, 935 AD: (City Attack: -55%)
Turn 229, 935 AD: Saladin's Archer is hit for 25 (15/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 25 (0/100HP)
Turn 229, 935 AD: Temujin's Swordsman has defeated Saladin's Archer!
Turn 229, 935 AD: Your Swordsman has destroyed a Archer!
Turn 229, 935 AD: Temujin's Spearman (4.80) vs Saladin's Horse Archer (1.98)
Turn 229, 935 AD: Combat Odds: 99.9%
Turn 229, 935 AD: (Extra Combat: -20%)
Turn 229, 935 AD: (Extra Combat: +10%)
Turn 229, 935 AD: (Combat: -100%)
Turn 229, 935 AD: Saladin's Horse Archer is hit for 27 (36/100HP)
Turn 229, 935 AD: Saladin's Horse Archer is hit for 27 (9/100HP)
Turn 229, 935 AD: Saladin's Horse Archer is hit for 27 (0/100HP)
Turn 229, 935 AD: Temujin's Spearman has defeated Saladin's Horse Archer!
Turn 229, 935 AD: Your Spearman has destroyed a Horse Archer!
Turn 229, 935 AD: You have captured a Worker
Turn 229, 935 AD: You have captured Mecca!!!
Turn 229, 935 AD: Temujin's Axeman (6.50) vs Saladin's Archer (3.75)
Turn 229, 935 AD: Combat Odds: 95.5%
Turn 229, 935 AD: (Extra Combat: -30%)
Turn 229, 935 AD: (Fortify: +25%)
Turn 229, 935 AD: (Combat: -25%)
Turn 229, 935 AD: (River Attack: +25%)
Turn 229, 935 AD: Saladin's Archer is hit for 26 (74/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 26 (48/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 26 (22/100HP)
Turn 229, 935 AD: Saladin's Archer is hit for 26 (0/100HP)
Turn 229, 935 AD: Temujin's Axeman has defeated Saladin's Archer!
Turn 229, 935 AD: Your Axeman has destroyed a Archer!


When attacking Mecca we didn´t lose any unit. Cool thing! I attacked the same turn our treasury was at 0.

Now we have to discuss if want to make peace with Sal as he is offers us Alphabet and Calender for doing so. Qin still isn´t willing to make peace ut everybody else wants to in exchange for Theology.

I think we should conquer (or destroy) the next city to the south west of Mecca ( don´t remember the name now) so that Mecca has a bit more space AND Sal doesn´t get horses anymore. We could still destroy those horses by the next turn.

As we have 145 bucks now we could let Beshbalik grow to size three as I put the missionary in it. We are at minus 9 now and Beshbalik is working the rice and one cottage and would grow in 9 turns.
 
Furthermore I made the mistake to set production in Karak to temple. Sorry! :blush: I don´t think it is neccesary as we could make peace in a few turns to reduce war weariness.

Okay so far. Next one please... :)
 
I would personally peace now for alpha and calendar(both very important for us right now!) and then move on Alexander, but then, I'm not as experienced at war as Lm and Hw are, so I'll bow to their judgements on this.

I don't know where my vanilla disc is right now :hm: I think my wife must have misplaced it...so it'll be a bit until I can look at the save for any other comments/discussion
 
Sorry for long delay been quite busy.

personally I would take or destroy SW city as culture will be a pain to overcome.
destroy people wont like us and taking it more maintenance if I had to choose i woudl go destroy. or maybe if someone is quite close to use liek greece if we take it we could gift it them for peace but a risky strategy.
 
Nice going Lehm! What was your thinking on the Temple? I thought you were from the nothing but troops school of thought.

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 think we raze the horse pasture before we get peace with Sal so he can't build any more HA's right away. Then take the peace deal for 10 turns and then raze all of his southern cities for the gold. Leaving the land for the barbs to spawn a city or 2.

Those are my initial thoughts, and MM tile use to get us into a better gold position. I still think we need to approach this from a better tile use standpoint.
 
The roster order is

Lehm - just played
Conquistador 63 - Flipped order by request
hellwitch - on holiday this week (May be on deck if returns in time)
da_Vinci - UP NOW
Thrallia - waiting
g_storrow - waiting
Scout 214 - waiting
Ronnie1 - waiting
 
The roster order is

Lehm - just played
Conquistador 63 - Flipped order by request
hellwitch - on holiday this week (May be on deck if returns in time)
da_Vinci - UP NOW
Thrallia - waiting
g_storrow - waiting
Scout 214 - waiting
Ronnie1 - waiting
OK, this is an I see it post, later today will be the I got it post ... more thoughts then.

I think that perhaps we want to make peace with as many AI as will do it for theo ... let them start getting unhappy with each other some, get rid of mutual military struggle, etc. And it lets the barbs grow. I don't see how wars where we don't have troops helps us now.

dV
 
Yeah, I also think we should make peace with everybody possible. Theology isn´t a military tech. Okay one might say the AI could get those +2 experience but in exchange we can let our citites grow, become stronger and kill'em all anyway.
 
Furthermore I made the mistake to set production in Karak to temple. Sorry! :blush: I don´t think it is neccesary as we could make peace in a few turns to reduce war weariness.

Okay so far. Next one please... :)
Maybe temple is not so bad in Karak ... allows us to run priests ... do we want to have a GP farm? Maybe Karak is it?

dV
 
OK got the save.

Rather than pillage the horse, why not go raze Medina, then we own the horse in Mecca? Make peace after Medina falls?

Do we want to slow down unit production until we get gold back on track? Or push ahead with troops?

Polynesian has fallen ... only one barb city left AFAICS.

After peace with Sal, do we want to go hit Alex right away? A later built force can finish off Sal ... better for the competition to get to main cont sooner?

With gold from second raze, work tiles for pop growth ASAP (after peace with all AI for theol).

I can play tomorrow if we get agreement on plan.

dV
 
DV i agree with the razing second city.

lets grow is my advice ( that means little or no whipping! :) ), also at the moment we only have -1 from WW IIRC.

I personally think the pyramids shoudl be next target. But lets get cities as big as they can be.
 
I'm back. I didnt see the save but its good to hear for progress against Sal :) .
GL are builded in a far away right? If thats true = Mids+GL in one shot ;).
And g_s is right this is the time when we must let our cities grow.
 
OK, here is my plan ...

Make peace with as many AI as possible for theology all at once.

Move on Medina, raze it if that looks doable and make peace with Sal for two techs... if not, pillage the horse and make peace with Sal for two techs.

We don't want to keep Medina, right? Too much maint if we do, I fear.

Then I am thinking pack up the troops and head for Greece. Let newly produced troops go finish off Sal later. We get Mids (and GL if hw keeps his clarvoyant string intact) sooner if we go right for Alex, and get to mainland sooner too. Which we need to compete with the other teams, I think.

Max food in our cities for growth, except maybe get that last galley done fast.

I don't think I will play tonight, as not enough feed back yet ... so I plan to play tomorrow night ... unless hw is ready by then and wants to go?

I am good going before or after hw, but one of us ought to go tomorrow night

24 hours to put your 2 cents in everyone ...

Lehm, do we know what troops are in Medina, or have we never seen into that city?

dV
 
We don´t know anything about Medina but Mecca wasn´t defended well so I don´t expect more of Medina. And I agree to all your points as they are almost equal to what I said. Go ahead and good luck...
 
I do want to get more input on the raze Medina vs peace now issue ... will Sal not make peace after we raze one of his? If that is not an issue, then I think the raze is the way to go.

Also want more feedback on whether we keep troops around to finish of Sal, or go right to Greece.

I will plan to play tomorrow night unless I hear that hw wants to play tomorrow night.

Or unless some huge unresolved issue emerges ...

dV
 
I don´t think that the raze of a city influences the attitude of peace or not peace. Sal will be weaker and might give us even more techs or gold if available. If he doesn´t offer anything you have to move as many troops into his territory as possible. The AI calculates a higher danger and is willing to offer more for peace. Raze Medina and make peace...

After it go for the Mids (Alex) as quick as you can. Don´t stop building troops. You have to keep an eye on Beshbalik as it is growing now but with the loss of gold. Let all cities grow as long as we can afford it. But we can because we will get more money from the next cities we destroy...
 
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