SGOTM 05 - Misfits

I agree with Maro, tech HR...
 
Switched to HBR.

Sent the galley up to our capital to transport the next settler. It's going to take 11 turns to get up there.

Borders of Turfan, expanded. Did the things we need to do.

Sent the settler to build the Iron city.

Started 2 more settlers.

Not much else happened.
Turn 126, 610 BC: Logging Game to File: Temujin.txt

Turn 127, 595 BC: The borders of Beshbalik have expanded!
Turn 127, 595 BC: The borders of Turfan have expanded!

Turn 130, 550 BC: Moses has been born in a far away land!

Turn 131, 535 BC: The Kashi Vishwanath has been built in a far away land!

Turn 134, 490 BC: Clearing a Forest has created 30 ? for Beshbalik.
 
Allright, good turnset.

I problem is, where are the 2 settlers going? One i obviously going to landbridge the way to china, but where is the other going?

Another thing to consider is that there may be an early way to alex through the south by putting the settler on the forest tile. however, this gives us a worthless city. Is it worth the kashi vishvanath(can't spell that right) Further inspection reveals he still has only one city!

Are we going to wait for cats before taking down someone? Otherwise we need to attack someone soon.
 
I thought we had 2 more cities after Iron. One in the West somewhere (Or on the clam-clam island to the south).

My thought was, because of the low happy cap, we would push out a couple more food cities, get some Granerys in them, then whip out swords or HBR units.

We should probably decide on some primary targets and try and make some peace with some other civs. The WW is hurting us quite a bit.
 
A few comments (for a change).

We need to micromanage a bit. Work the gold, for example, instead of the stone.

We need to send one settler to the nearer tile (hill) towards Qin. Otherwise, it will take far to long to reach him. Look at the exact location of expansion tiles for our capital for comparison.

I would send the other settler towards either the double clam or the western land to grow to reach the mainland.

We will have plenty of time to work on Sal though that should be our first combat priority as he is the only one we can reach for quite some time.

Get writing after HR do get libraries for research and culture.

Notice that the barbs have a buddist city now.

Remember to whip when either the growth or turns to build reach one remaining to get maximum production from our population. (granary to whip in two turns)

Also, as we build cottages, they need to be worked!
 
We need to send one settler to the nearer tile (hill) towards Qin. Otherwise, it will take far to long to reach him. Look at the exact location of expansion tiles for our capital for comparison.

Well, as long as you realize we'll never produce anything there. The hill would be 4 hammers, the plains will be one or two (with a workshop). The total would be 165 turns with just Stonehenge, and 55 after a library. How soon will we hit Qin? I'm thinking by the time we build ships and troops, then slaughter Salad, it will just about be ready to pop. I'm guessing we'll need cats before attacking, and that's quite a ways off.

Also, doesn't Qin have cities on the coast there? It may be he expands toward us, too. I believe if we're at war, we can cross his ocean territory, too.

And for the next city (I'm surprised we went for the iron so soon), I'd vote for the west end of the island. It does much more for use than the two clam island.

EDIT: It'd be REAL nice if one of those barbs would send us a religion! We be on Qins doorstep in nothing flat.
 
If we want to reach Qin anytime soon at all, we MUST settle the near tile.

The near tile will expand to reach him with 15 Culture.

The far tile will not expand to reach him with 150 culture (two expansions). The next expansion is 750 culture, which our capital has not reached yet.


The whole purpose of settling there at all is to reach Qin. The production doesn't really matter, though there will be food production there.

Qin hasn't reached the tip of that peninsula as yet, and may not settle near it for our purposes. We should base our moves on what we can do, not on what the computer civs MIGHT do to help us.
 

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If we want to reach Qin anytime soon at all, we MUST settle the near tile.

The near tile will expand to reach him with 15 Culture.

The far tile will not expand to reach him with 150 culture (two expansions). The next expansion is 750 culture, which our capital has not reached yet.


The whole purpose of settling there at all is to reach Qin. The production doesn't really matter, though there will be food production there.

Qin hasn't reached the tip of that peninsula as yet, and may not settle near it for our purposes. We should base our moves on what we can do, not on what the computer civs MIGHT do to help us.

Yep, you're right, we have to settle (sadly) on the hill if we want to get after him. My bad, glad you caught it before we settled on the plain. Man, that city is going to get whipped more than a rented mule! :mwaha:

EDIT: Oh, and definately work the gold instead of stone whomever goes next. It goes from 30 turns to 22 turns for HR...
 
Yes it's certainly required, as i expect the western city the same. I guess we have to slave with all that seafood, we should not be adverse to this :). The sooner we can reach the continent, in both directions, the better. Then we will have no limitations in attack.... though this does make us more vunlerable in defence early on if mastiff is right.. Anyhow the pyramids is a no brainer to go qin first, we need that happiness. Especially if we can get the capital first.
 
failedreality (up)
Piko (On Deck)
Mastiff_of_Ar
marowaker
cnwjr
Softnum

Skip Roster:
Heathcliff
Mauer
 
Just conducted a test game with teams. Teams do NOT share resources. They still must be traded. As the barbs cannot engage in diplomacy, we can neither offer them nor receive from them any resources.

BTW, the settler has not yet settled on the iron if we want to move him elsewhere.

Also, religion spread requires either missionaries, or open borders. Both require a connection. We are not yet connected to the mainland for either.
 
Does anyone know the dynamics of barb cities? Can they just pop up anywhere, just where thay have huts or where a barb is standing, both? I mean, we can't lose that Iron... so if we have to bite the bullet, we might as well do it.

I say the western city should be one tile in (but still with ocean access), and make it available for crossing on the second expansion. I don't want to lose the river tiles out of the fat cross.

Anyone think we can get to CoL first for our own religion?
 
No idea on barb cities.

CoL (theology, divine right) are all possibilities, but all have the common requirements of writing. We would also need the lower religious techs (2-16 turns each). We should get Priesthood automatically in about 13 turns. Writing (when we work the gold) takes about 4 turns to complete. This lets us accelerate our research by building libraries. We will also get a Great Prophet in about another 52 turns, which might be used for a religion.

As an aside, Asoka has writing (open borders on table) so should we sign open borders? Our northern barb allies on the mainland cannot move about much at the moment due to a solid wall of Indian territory. We would also get the benefit of the open borders to our trade. He is the only person we are ever likely to have decent trade relations with unless we try to do peace with everyone (or wipe out those we can't). We are likely to always be behind the curve on research as it is difficult to trade.

If we choose to wait for catapults, we have to wait for writing, math, and construction before we can even start building them.
 
I vote yes on open borders with Asoka... and agree with you assessment about trading with him.
 
It's been more than 24 hours since Softnum posted his turnset. It has only been about 12 hours since he posted the roster but i think that failedreality should have known that it was time to play the turns. Should we wait another 12 hours or just put him on the skip roster?

About catapults, they are a fair bit off. We should use them for the next war(against a mainland person, or alex, or maybe sal) and bring extra reinforcements. Barbs have promoted qin's units so if a city is tough, skip it. We are only interested in beijing. Raze everything else.

We do need one friend(for now:ar15: ) so sign ob with Asoka. And hope the barb city near him can culture flip the city(that would be so cool:cool: )
 
I Agree. Anyway, it's been at least 36 hours since the game was posted.

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

Skip Roster:
Heathcliff
Mauer
failedreality
 
alright, i'm on it, i'll have a look and believe i know what ya's are after. I'll have a quick look and get back to ya's
 
ok what we want seems rather obvious, i'll look at micromanagement of the cities, open borders with asoka, build city on location, look at whipping where possible, tech is set on HR, 10 turns, not much to do, i'll get the workers on track, and lets hope its all good :)
 
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