SGOTM 05 - Misfits

After the sneak attack started, i fully believed that we need to get some troops. pronto. Since Qin still can't reach us, lets kill Saladin so we can't be backstabbed while doing the Qin campain. Since the time for Barbarian aggresion is mainly over, peace with everyone is what we should get.
 
We are at a crossroads in how we proceed.

Assuming we do manage to get theology first to get Christianity, we have a choice in building infrastructure for awhile, or troops for combat.

If we get religion, we need to build a couple of missionaries to spread it to our cites. Then build temples for happiness. Probably at least one monastery for missionaries.

Before we convert, we need to check one last time with Asoka for a favorable trade.

For research, we have a few choices. For infrastructure, currency for funds. For combat we want construction for catapults. This will also permit coliseums. We can go alphabet for tech trades. We can get CoL for courthouses. We can get monarchy for MPs. We can also get MC for forges. All the choices will takes many turns to research. At least 25, and as many as 50.

I will revise my choice and go back to construction for the dual choice of cats and circuses.

Assuming we do get religion, we need to convert and then either switch to Organized Religion if we are going to build, or to Theocracy if we are building troops.

We also need to repopulate our lands. The little two food island by Sal is still available as a forward base.

Also, if we look around, we see that most of the land area is going quickly, and will probably all be gone by the time we get there. This matters little except that the computer civs are getting stronger.
 
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Any skippers around who want to jump in? If you are around and no longer want to play, please let us know.
 
I'll probably pick up the save and play tonight. I might hold off a day, though, so we can collect our thoughts, etc. I'm all about killing Saladin too, so..

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Peace for now is okay. Don't sign a peace treaty with Qin, however. Allies can use your culture to move, so that would allow Qin to spy our areas.

It is best to make peace with Cyrus before changing religions. And open borders. It might be better to waste? a turn changing to no religion to make peace (if possible) with Izzy. Maybe we even have a (tiny) chance , but I wouldn't hold my breath. If Toku decides on peace, great. If we go no religion for a turn, try for open borders with Alex. Try before, of course.

Keep the ships watching Sal. Build more as well as troops. We have a longish wait until we have cats online even if we go Construction next. Check his capital and see if he is building ships. Pillage the seafood if/when he puts fishing nets out. I already did the last time.
 
I'm in the save now.

I think I'm playing 10. We'll see.
 
Offered peace to everyone. I didn't get anywhere.
 
Turn 1 I moves some Axe Men into the galley, to go pick on Salad a bit. Maybe. I'll be careful.

I chose Construction because Theocracy was 54 turns

I brought two axemen to Salad's island. I'm pulalging improvements, and such, carefully, truing ot end on hills or forest.

We got a great Prophet. I founded Christiantiy. Turfan is the holy city. I sent the Missionary off to Ning to spread. I haven't revolutioned yet.

Axeman killed 2 chariots

Turfan finished library. Started christain Monisstary

Toku has Alphabet now.

Cave one of the axemen cover, killed the archer guarding the horse.

Pillaged the horse. Moved back to the saftey of the hill.

Uploaded
 
Spoiler :
Here is your Session Turn Log from 245 AD to 395 AD:

Turn 183, 245 AD: Logging Game to File: Temujin.txt

Turn 184, 260 AD: You have discovered Mathematics!

Turn 185, 275 AD: Zoroaster has been born in a far away land!

Turn 188, 320 AD: Ananda has been born in Karakorum!

Turn 189, 335 AD: Christianity has been founded in Turfan!
Turn 189, 335 AD: You have discovered Theology!
Turn 189, 335 AD: Saladin's Chariot (4.40) vs Temujin's Axeman (8.50)
Turn 189, 335 AD: Combat Odds: 1.0%
Turn 189, 335 AD: (Extra Combat: -10%)
Turn 189, 335 AD: (Extra Combat: +20%)
Turn 189, 335 AD: (Plot Defense: +25%)
Turn 189, 335 AD: (Combat: +25%)
Turn 189, 335 AD: Saladin's Chariot is hit for 27 (73/100HP)
Turn 189, 335 AD: Saladin's Chariot is hit for 27 (46/100HP)
Turn 189, 335 AD: Temujin's Axeman is hit for 14 (86/100HP)
Turn 189, 335 AD: Saladin's Chariot is hit for 27 (19/100HP)
Turn 189, 335 AD: Saladin's Chariot is hit for 27 (0/100HP)
Turn 189, 335 AD: Temujin's Axeman has defeated Saladin's Chariot!
Turn 189, 335 AD: Saladin's Chariot (4.40) vs Temujin's Axeman (7.31)
Turn 189, 335 AD: Combat Odds: 7.5%
Turn 189, 335 AD: (Extra Combat: -10%)
Turn 189, 335 AD: (Extra Combat: +20%)
Turn 189, 335 AD: (Plot Defense: +25%)
Turn 189, 335 AD: (Combat: +25%)
Turn 189, 335 AD: Saladin's Chariot is hit for 26 (74/100HP)
Turn 189, 335 AD: Saladin's Chariot is hit for 26 (48/100HP)
Turn 189, 335 AD: Temujin's Axeman is hit for 15 (71/100HP)
Turn 189, 335 AD: Saladin's Chariot is hit for 26 (22/100HP)
Turn 189, 335 AD: Temujin's Axeman is hit for 15 (56/100HP)
Turn 189, 335 AD: Temujin's Axeman is hit for 15 (41/100HP)
Turn 189, 335 AD: Saladin's Chariot is hit for 26 (0/100HP)
Turn 189, 335 AD: Temujin's Axeman has defeated Saladin's Chariot!

Turn 190, 350 AD: Christianity has spread in Ning-hsia.

Turn 191, 365 AD: Temujin's Axeman (5.50) vs Saladin's Archer (3.30)
Turn 191, 365 AD: Combat Odds: 94.8%
Turn 191, 365 AD: (Extra Combat: -10%)
Turn 191, 365 AD: (Extra Combat: +10%)
Turn 191, 365 AD: (Fortify: +25%)
Turn 191, 365 AD: (Combat: -25%)
Turn 191, 365 AD: Temujin's Axeman is hit for 15 (85/100HP)
Turn 191, 365 AD: Saladin's Archer is hit for 25 (75/100HP)
Turn 191, 365 AD: Temujin's Axeman is hit for 15 (70/100HP)
Turn 191, 365 AD: Saladin's Archer is hit for 25 (50/100HP)
Turn 191, 365 AD: Saladin's Archer is hit for 25 (25/100HP)
Turn 191, 365 AD: Saladin's Archer is hit for 25 (0/100HP)
Turn 191, 365 AD: Temujin's Axeman has defeated Saladin's Archer!
Turn 191, 365 AD: Your Axeman has destroyed a Archer!
Turn 191, 365 AD: Ning-hsia has grown to size 4
Turn 191, 365 AD: Ning-hsia has become unhappy

Turn 192, 380 AD: You have plundered 5? from the Pasture!
Turn 192, 380 AD: Karakorum will grow to size 5 on the next turn
Turn 192, 380 AD: Karakorum will become unhappy on the next turn
Turn 192, 380 AD: Turfan will grow to size 4 on the next turn
Turn 192, 380 AD: Turfan will become unhappy on the next turn
Turn 192, 380 AD: Nabu-rimanni has been born in Mecca!

You may wish to copy it to Notepad for reference when you write your turn set post. It includes any entries you added with the in-game Chat facility
 
Some things to try:

We might be able to bribe Toku for peace.

I didn't revolution to Christianity yet. No one else will give up peace, however.

We need to decide between war and peace. We should switch to Theocracy or OR depending on what's decided.

We should keep pilalging Salad as safely as we can. Mostly what he has are archers. But make your Axemen stay at full health.
 
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alright loading now to have a look, i'll keep the game moving quick, but i'll suss it out a bit before i act. I think we take religion asap if i can't get peace first turn, and pillaging seems good. Tech seems set, i think that covers everyones desires so far?
 
Toku wants both techs for peace, i don't think thats worth it, even if we get peace he is least likely to ever wish to trade with us, so i wont bother. none want to budge, i'm gonna set the religion
 
Here is your Session Turn Log from 395 AD to 575 AD:

Turn 193, 395 AD: Socrates has been born in Persepolis!

Turn 194, 410 AD: Plato has been born in Kyoto!
Turn 194, 410 AD: Saladin adopts Theocracy!

Turn 195, 425 AD: You have made peace with Isabella!
Turn 195, 425 AD: The revolution has begun!!!
Turn 195, 425 AD: Temujin converts to Christianity!
Turn 195, 425 AD: The anarchy is over! Your government is re-established.

Turn 200, 500 AD: The revolution has begun!!!
Turn 200, 500 AD: Temujin adopts Organized Religion!
Turn 200, 500 AD: Temujin's Galley (2.40) vs Saladin's Galley (2.20)
Turn 200, 500 AD: Combat Odds: 67.6%
Turn 200, 500 AD: (Extra Combat: -20%)
Turn 200, 500 AD: (Plot Defense: +10%)
Turn 200, 500 AD: Saladin's Galley is hit for 20 (80/100HP)
Turn 200, 500 AD: Temujin's Galley is hit for 19 (81/100HP)
Turn 200, 500 AD: Saladin's Galley is hit for 20 (60/100HP)
Turn 200, 500 AD: Saladin's Galley is hit for 20 (40/100HP)
Turn 200, 500 AD: Temujin's Galley is hit for 19 (62/100HP)
Turn 200, 500 AD: Saladin's Galley is hit for 20 (20/100HP)
Turn 200, 500 AD: Saladin's Galley is hit for 20 (0/100HP)
Turn 200, 500 AD: Temujin's Galley has defeated Saladin's Galley! (including settler and archer)
Turn 200, 500 AD: The anarchy is over! Your government is re-established.

Turn 201, 515 AD: Temujin's Galley (2.20) vs Saladin's Galley (2.20)
Turn 201, 515 AD: Combat Odds: 50.0%
Turn 201, 515 AD: (Extra Combat: -10%)
Turn 201, 515 AD: (Plot Defense: +10%)
Turn 201, 515 AD: Temujin's Galley is hit for 20 (80/100HP)
Turn 201, 515 AD: Saladin's Galley is hit for 20 (80/100HP)
Turn 201, 515 AD: Temujin's Galley is hit for 20 (60/100HP)
Turn 201, 515 AD: Saladin's Galley is hit for 20 (60/100HP)
Turn 201, 515 AD: Saladin's Galley is hit for 20 (40/100HP)
Turn 201, 515 AD: Saladin's Galley is hit for 20 (20/100HP)
Turn 201, 515 AD: Temujin's Galley is hit for 20 (40/100HP)
Turn 201, 515 AD: Saladin's Galley is hit for 20 (0/100HP)
Turn 201, 515 AD: Temujin's Galley has defeated Saladin's Galley! (And 2 Axemen)
Turn 201, 515 AD: Euclid has been born in Madrid!

Turn 202, 530 AD: Saladin's Axeman (5.50) vs Temujin's Axeman (7.25)
Turn 202, 530 AD: Combat Odds: 22.5%
Turn 202, 530 AD: (Extra Combat: -10%)
Turn 202, 530 AD: (Extra Combat: +20%)
Turn 202, 530 AD: (Plot Defense: +25%)
Turn 202, 530 AD: (Combat: -50%)
Turn 202, 530 AD: (Combat: +50%)
Turn 202, 530 AD: Temujin's Axeman is hit for 17 (83/100HP)
Turn 202, 530 AD: Temujin's Axeman is hit for 17 (66/100HP)
Turn 202, 530 AD: Temujin's Axeman is hit for 17 (49/100HP)
Turn 202, 530 AD: Temujin's Axeman is hit for 17 (32/100HP)
Turn 202, 530 AD: Saladin's Axeman is hit for 22 (78/100HP)
Turn 202, 530 AD: Saladin's Axeman is hit for 22 (56/100HP)
Turn 202, 530 AD: Temujin's Axeman is hit for 17 (15/100HP)
Turn 202, 530 AD: Saladin's Axeman is hit for 22 (34/100HP)
Turn 202, 530 AD: Saladin's Axeman is hit for 22 (12/100HP)
Turn 202, 530 AD: Temujin's Axeman is hit for 17 (0/100HP)
Turn 202, 530 AD: Saladin's Axeman has defeated Temujin's Axeman!

Turn 203, 545 AD: Temujin's Axeman (5.50) vs Saladin's Axeman (0.66)
Turn 203, 545 AD: Combat Odds: 100.0%
Turn 203, 545 AD: (Extra Combat: -10%)
Turn 203, 545 AD: (Extra Combat: +10%)
Turn 203, 545 AD: (Plot Defense: +25%)
Turn 203, 545 AD: (Combat: -75%)
Turn 203, 545 AD: (Combat: +50%)
Turn 203, 545 AD: Saladin's Axeman is hit for 26 (0/100HP)
Turn 203, 545 AD: Temujin's Axeman has defeated Saladin's Axeman!
Turn 203, 545 AD: Your Axeman has destroyed a Axeman!

Turn 204, 560 AD: The borders of Turfan have expanded!
Turn 204, 560 AD: Ptolemy has been born in Beijing!

I stupidly forgot to set our religous civic immediately, and to perhaps some peoples annoyance i set it to organised religion (can pump out missionary without monastery) and i figured the temples will build that much quicker that the extra anarchy will be worth it.

so we lost 1 axeman. saladin lost 3 axemen, 1 archer, 1 settler and 2 galleys. Not too bad i hope? Also we now have a cluster of units on saladins land, i decided to land them before i saved incase someone didnt notice they were on board the ships. There are not enough there to take the capital i dont think, but certainly to destroy his only other productive city. Perhaps we should discuss city to attack first.
 
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Reporting on deck, soon I will be having heaps of fun. :ar15:

Few notes when looking at the save game file. Sal has Alpha(although we won't make peace right know.) And the purpose of our little army at sal's place is to eliminate him? We need more troops down there ASAP unless we want to take Medina now.
 
The purpose of what we had at Salad's lands is to pillage and annoy.

Good turnset Piko. You got unlocky on that one axeman. If we can keep a couple units down there putting pressure on Salad as we build up a few more, We can probably take him out somewhat readily.
 
Looking good.

I'd say go ahead and take Medina if we can. We are a bit light on troops, but the swordsman should make a good go at it. You might want to consider a medic promotion amongst the troops there soon. The question then becomes... keep it or raze it? I'd say keep it as a healing base. It also won't hurt to whip troops when it comes out of rebellion.


I notice we managed to get peace with Izzy. :eek:

I see that Sal went to Theocracy. We barely managed to get Theology first for Christianity. He also has Monarchy as you can see by the vineyard. Construction is researched, as well as a couple of folks with currency as they are showing gold.

Please remember to MM your cities for growth, production, whatever.

Good job so far, folks.
 
lol no that little stack isnt to eliminate him :) noone else can reach us? our troops useless at home. if we take out medina it is like cutting off his right arm. take that and the capital and he is dead. we can take medina and heal up whilst we reinforce. Then he wont send anymore suprise axemen at us hehe :)

edit: its not totally a bad thing we lost those 2 cities, our economy is struggling as is, we don't have currency or code of laws, its always a tight balance this time of the game. Until that is that we start conquering. I have a slight feeling the AI will build another galley to send towards us, lets hope so, there is no way he should get by, I guess if we take medina this may change his plans however.

Do we keep medina or raise it?
 
I vote Keep. I figure we'll have to starve his cap and push cats into his capital soon enough. Then we need to undergo a building phase. Anyway, Medina isn't that much further from out capital as some of the razed cities were.
 
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