SGOTM 05 - Misfits

460BC - open borders with asoka
- switched from stone to gold in tufan

445BC - Ning-hsia founded, building granary.
- Cyrus sending 2 archers towards barbarian city of Angle.
- Barbarian warrior at tokyo japan, doubt will kill archer but.

415BC - Both Angle and Tokyo survived ofcourse. No defending casualties
- Asoka asked us to convert to buddhism, i decided to oblige to keep friendship tight for tech trade later

340BC - Settler and warrior in galley (i figure with seafood it might want the MP)
340BC - Began work on a swordsman in capital, will complement axemen. for some reason a worker was sent to a forest, so i expected a chop for cottage at capital. This will speed up galley i suspect, but every bit helps i guess?

Turn 137, 445 BC: Ning-hsia has been founded.

Turn 139, 415 BC: The revolution has begun!!!
Turn 139, 415 BC: Temujin converts to Buddhism!
Turn 139, 415 BC: The anarchy is over! Your government is re-established.

Turn 145, 325 BC: Tokugawa has completed The Great Lighthouse!

Turn 146, 310 BC: Old Sarai has been founded. <== on the hill

the link for the download for whoever to peruse
http://gotm.civfanatics.net/saves/civ4sgotm5/Misfits_SG005_BC0310_01.Civ4SavedGame

Edit: Alexander has built on the island south-east with the iron and stone... finally a second city.
 
Ok mastiff, unless any on the skip roster raise their hands?

Mastiff_of_Ar (Up)
marowaker (On Deck)
cnwjr
Softnum
Piko

Skip Roster:
Heathcliff
Mauer
failedreality
 
I can get it in an hour or two and play it tonight. I think I know where we're headed. Just a question of what we want after writing. Should we beeline for construction? Maybe metal casting for collosus?

How did we convert if we have no city with religion?
 
Got it!

Okay... so hearing no skip folks, I'm going to play a set.

Looks like I have no worries about what to research next, HR is 17 turns. I had to drop to 60%.

I'm going to move one worker of a chop. I'm not sure a granery is worth a cut. I'll send him (iron city) to connect and farm the the rice. I'm really a chop as a last resort guy.
 
295 BC - The settler finished up and I started a granery. If I'm not mistaken, in a whipping economy such as ours, they are very needed.

280 BC - We moved around a bit. You all may disagree, but I hate cutting timber to produce something as mundane as troops. Either use them to finish important things, or save them for late game. (1 food / 4 hammer) I sent them to produce rice and build a cottage on a river tile.

265 BC - We get Priesthood! (Thanks you crazy barbarians!)

250 BC - Karakorum decides they don't like life in the big city. I slaughter one to calm the masses and create a swordsman. He's headed south toward the Salad Ranch.

235 BC - New Sarai is founded! I hope everyone likes where I put it, there has been discussion on it, but I think it will do us well. (Welcome to the jungle! Now chop it!) Workboat in Karky, to head north for our new island city and fish.

220 BC - Big Turn... Bash finishes the granary, and we start an axeman. Ning-hsiam expands, and we pop a hut for 77 gold! Not impressed with hoarding money, I set the slider to 70%... HR in 8 turns. Turfan decided they were unhappy, so I killed one in the city square... and they built me barracks quickly.

190 BC - We learn to write! From, uh, barbarians... Cool! I then order Old Sarai, New Sarai, and Karakorum to build me libraries! Be sure they comply... :lol:

175 BC - The colony up north realizes fish are great. And grow a town quickly!

160 BC - Set our research to 80% for HR in 4 turns.

Who is next in line! :crazyeye:



Turn 146, 310 BC: Old Sarai has been founded.
Turn 146, 310 BC: Logging Game to File: autolog.txt

Turn 148, 280 BC: You have discovered Priesthood!

Turn 151, 235 BC: New Sarai has been founded.

Turn 152, 220 BC: The borders of Ning-hsia have expanded!
Turn 152, 220 BC: The villagers give you gold! You have received 77 gold!

Turn 153, 205 BC: You have discovered Writing!

Turn 155, 175 BC: Karakorum will grow to size 4 on the next turn
Turn 155, 175 BC: Karakorum will become unhappy on the next turn
Turn 155, 175 BC: A Jungle has grown near Karakorum!
 
Aye i guess we slave those libraries then get unit building, we need to aim qin up ASAP now! we are getting distracted, we need an army! :)
 
Any skip rosters please post their availability at any time. Anyhow, Marowaker, back to you, we got 2 people done in 12 hours. Not bad work. But i'm thinking, with only 5 of us actually playing atm, should we up it to 15 turns per person?

marowaker (Up)
cnwjr (On Deck)
Softnum
Piko
Mastiff_of_Ar

Skip Roster:
Heathcliff
Mauer
failedreality
 
So i am up again. How long ago was that?

I agree Piko, we should play up to 15 turns if there are only 5 of us here.Unfortunatly, i am unavailable to play right now. If someone else can play the save for 15 turns in the next 24 hours, i should be available then. Skip me and if no-one has done anything until I get back, I should do it then.So, it looks like cnwjr is up to play.

I can't look at the save so i can't comment on anything.
 
I won't have time until tomorrow. We can wait a day for maro, I think.

I'll try to get the save and look at it tonight for comments.

Briefly, I think we need swordsmen/keshiks and galleys after the libs.

How many troops to take out Qin's capital? 6-10?

We would need a few galleys just to get them there all at once.

We probably also want at least one galley sent to keep watch over Sal. A bit lower priority, but important to keep him in his place.

Research? We probably need a bunch of stuff.
Check with Asoka for trade. He might have alphabet. We will need a lot of cottages. Possibly after construction, we want currency. Maybe before? We will get a bit of cash for conquest.
 
I did start a galley, too... Sorry I forgot to mention it. If Qin is first, the next person needs to head the swordsman back to the north.

We do have some cities ready for troop production. I started the libraries in the capital (we can use the 25% :science: ), and the two Sarais for the +2 :culture: for expansion.

EDIT: Also, in 4 turns we can produce our UU.
 
Let's wait a day and talk, maro. THat's cool.
 
code of laws or currency? courthouses are cheaper than markets, we have none of the bonus happy resources (yet), and thanks to barbs we can tech for code of laws immediately. Seems 1 or 2 of the civs have mathematics, none with alphabet yet.

Totally agree with troops after libs, I know keshiks walk over archers fairly well, and yer i think we all have the idea of cottages aswell, it seems fairly straight forward at the moment.

We have a great prophet on the way, which i guess can be used to get theology for a religion and theocracy? would take 16 turns to get organised religion (including polytheism), and there are 33 turns until we gain great prophet.

That galley being built needs to be whipped.

I know Qin has chariots and archers, sooner we hit the better, we have barracks in most cities (or in construction), we can start building keshiks in 4 turns.
 
Bad news guys, Saladin made a sneak attack on Beshbalik around turn 10(someone said to do 15 turns) and managed to raze it. I am in a pickle at the moment and don't know what to do. Saladin has units making for New sarai where there are 3 workers and nothing else.:eek: . Any advice for our current situation? I have uploaded the save so if anyone wants to try and do it be my guest.:(
 
Use the whip if you can. Draw a conservitive line in the sand. Bribe for peace if you can.
 
ouch, sneaky saladin and his nowhere to go but us.. and we didnt see it? = P, we had sword and axes? how big an army he send? gee, such is life.

Edit: cnwjr, wanna pick it up? hehehe well next in queue and all if maro is uncomfortable
 
Ouch!

Okay. I have the save. I'll probably play it late today or early tomorrow.

A couple of quick comments.

Why do we have(had?) so many axemen and not swordsmen?

When putting a worker to work on a useful tile, chop first, then build improvement. It takes the same amount of time and makes the other terrain available in the short interval.

I think we have possibly been overchopping. :eek: Hard to believe. However, we do need to try to keep our population up near the max and allow the previous unhappiness from chopping to dissapate. 15 turns, I think?

This, of course, does not count emergency situations. :cry:

It looks like we will lose New Sarai. Unless we get lucky and the archer turns around.

Qin has a lot of chariots. We will need some spearmen to counter. Same with Sal.

Think in the next several hours and let me know. Is Qin still first priority - after clearing Sal off our island? :mad: Or should we make sure Sal is down for the count? A minimum of 3 galleys for sea power should keep him contained. We already have two and a third on the way.

We currently have no swordsmen to attack with. Only a couple of axemen and a scout still around. The scout should be either removed or placed in a city as a small defense aid. Either that, or send it off exploring Qin's island (where it will die a glorious and quick death).

In passing, I noticed that confusing is now taken. We need to get both religious techs in the other path to be eligible for theology when our prophet comes.

Math is still 14 turns out. I suggest the religious techs first to permit theology. Otherwise, we will almost certainly miss it. We will also need it if we miss it in order to get the next (and last) religious tech.

Once again - micromanage. I noticed that the stone city has no one working stone or cottage, but is working forest. We get more production from stone and more food/gold combo (power) from cottage. Even the sea is better since we have the lighthouse there.
 
Sorry guys, i freaked out when he attacked. This is what happened:

Turn 1:Alex asks us to be hindu, i reject

Turn 2:Barbs give us meditation and start HBR

Turn 4:We get HBR, start maths

Turn 5:We can now reach the chinese.

Turn 8:Izzy completes the Parthenon
 
Well, as expected, New Sarai was razed.

20AD: Switched research to Poly. Did micromanagement (MM) for research and troops.

35AD: A couple of axemen finished. Started library and spearman.

50AD: Poly researched. Switched to Mono. New Sarai captured & razed. :cry:

65AD: Axeman kills chariot after it pillages farm near capital. Two of the three workers are rescued by ship.

80AD: Spear kills remaining chariot after it pillages horses.

185AD: Axeman kills remaining archer from original invasion force.

200AD: Cyrus adopts Org Rel

215AD: Sea Battle. Our three ships vs Sal's two. 2nd invasion force of two axes, chariot, and archer. We lose one ship.

230AD: Got Mono. Back to Math.

We will get Math in 3 turns. The GP is due in 6 turns, and should be able to get Theology. If not - stop and discuss future use.

We have problems. Sal is quite strong and has nowhere else to go but us. We probably need to get him first as a priority.

Our barb allies are not doing too well, other than their three cities. They have basically been eliminated from Qin's and Sal's lands.

At the moment, Qin cannot reach us. We can use our culture for movement, but enemies cannot.

We have a swordsman. A few axes. Two galleys. We have been invaded, so our cities now want MPs. Spears and archers are best for this if we want quick construction. Chariots are also quick to build.

I have rebuilt the pasture for the horses and one keshik is under construction. I have also been busy building a road between the north and south cities for ease in defense as needed.

At present, we are still being subjected to 1-2 turns of unhappiness due to whipping. Whipping is okay, but you need to wait 15 turns between whips to let the unhappiness go away. Also, don't whip (barring emergencies) unless either the city will grow the next turn or the item needs only one turn to produce. I have purposely slowed growth and emphasized commerce to keep research quick and to let prior unhappiness go away. Try to keep the cities at max size. MM is important on EVERY turn. So is checking to see if tech trades are possible.

What to do directly after Math? Currency is my next choice. It won't help with happiness, but will help for funds to support troops and cities.

We could also go for CoL for courthouses. However, we will be busy creating troops as well.

After the library in Old Sarai, MM for food and build settler? Or galley? No whipping there for a few turns more at least.
 

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