SGOTM 05 - Trash Team

Hmm...

We need to see a bit more of the map, but astronomy might not be necessary. That little island NE of the capital could provide a bridge to Qin and if we can get south from him to Alex, the whole world can quake before the might of our galleys!

Alternatively, there may be somewhere we can stick a city to provide a culture bridge across (this came into play in SGOTM04).
 
agreed with patagonia.
I don't think we really need to tech to astronomy.
If we want the pyramids, we need to
- settle on the stone, while teching to sailing and masonry
- put all we can into it
I'd be willing to try. It's a good place to settle anyway.
 
Given the extreme maps Gyathaar has created, I find it unlikely that the whole world can be reached with galleys, but let's see.
 
Given the extreme maps Gyathaar has created, I find it unlikely that the whole world can be reached with galleys, but let's see.
in SGotM3 we circumnavigated with a galley, so ...

A bit of foggazing from the maps you offered (thanks) :
- saladin is reachable quite easily
- I bet my shirt (it's dirty anyway ;)) that we can reach Alex and Qin too.
- there may or not be an island in the NW that allows us to reach the others
- if the barbs do a good job on the biggest island, we certainly won't need astronomy :)

My general strat at this point would be :
- tech to sailing
- find horses and copper or iron, even if it's not on our island
- settle the good sites on our island
- go to war against the nearest AIs (saladin and Alex), while letting the barbs hinder the big island inhabitants and letting qin build us a few wonders (I repeat, I would go for the pyramids if we get masonry for free or almost)
- take the wonders qin builds for us
- hope for the best
 
My general strat at this point would be :
- tech to sailing
- find horses and copper or iron, even if it's not on our island
- settle the good sites on our island
- go to war against the nearest AIs (saladin and Alex), while letting the barbs hinder the big island inhabitants and letting qin build us a few wonders (I repeat, I would go for the pyramids if we get masonry for free or almost)
- take the wonders qin builds for us
- hope for the best

If we can get the barbs to take some city and get some land, they could help us towards the domination limit. To do this we'd need to give them the right military techs and direct their efforts through diplomacy.

I agree to your general strategy, cabert.

I do feel we can be quite aggressive with settlers and workers. Let's build 3-4 cities with food and some hills to support our military efforts. We'll probably need iron working soon to deal with all the jungle. Let's expand fast. We can build defense afterwards to deal with invasions from Alex and Sala.

It's important that we have galeys defending our coasts from invasions. In my test games Alex and Asoka both sent over units with galleys. No match for a few Keshiks, but sinking them before they land is even better.
 
My take on a dot-map, with two schemes:

Civ4ScreenShot0121-1.jpg


Our problem is that even though this island has some long-term potential, we desperately need short-term power.

I think we shouldn't bother settling any of those sites buried in jungle, at least not in some time. We have three locations that don't need to be clear-cut. Those should give us enough oomph to conquer at least Sally.

Cabert's going to be as happy as a pig in a trough, as it looks like we'll have to :whipped: quite a bit.
 
My take on a dot-map, with two schemes:

Civ4ScreenShot0121-1.jpg


Our problem is that even though this island has some long-term potential, we desperately need short-term power.

I think we shouldn't bother settling any of those sites buried in jungle, at least not in some time. We have three locations that don't need to be clear-cut. Those should give us enough oomph to conquer at least Sally.

Cabert's going to be as happy as a pig in a trough, as it looks like we'll have to :whipped: quite a bit.

I'd be more happy if we had a real production city.
Since we don't, we'll need a lot of whipping cities.
that+low happiness resources = low pop cities.
 
Stuge, my dotmap attempt looked identical. Great minds think alike I guess.

I agree the three jungle cities are useless until we have IW and an army of workers.

That leaves the other three cities. Each with one food source and one (dessert) hill only... :( Whipping will help for sure!

Let's quickly build three settlers and some more workers. Then we'll be able to build a base to build the first army. Given the fact that it's quite a poor base, I suggest we investigate if can take the base of saladin, alex or Qin.
 
To be honest, if this was a sp game, I'd be quitting about now. Tough map for sure.

The only question concerning new cities is whether or we should settle on the stone. A quarry would nearly double the hammer output of a city built there. But if we settle on it, it'll mean better ability to whip while working that gold mine.

I think we should settle on the stone, nevertheless.
 
I'm not excited about settling on the Stone unless we're hell-bent on The Pyramids.

How about splitting the Gold-Rice from the Stone-Clams? ('Z' could be debated).

sgotm5_3100bc_dot.jpg
 
Why do we need short term power? We don't have barbs to worry about. AI do have barbs to worry about. We can't really expand seriously before IW. Maybe stick with one city for now and focus on research. Review settlement after we locate military resources.
Tech priorities are kind of interesting; got fishing/sailing; wheel/pottery; agric/ah; mining/bw and IW. Its also worth remembering that barb animals don't spam axes or galleys. I'd go for agric- wheel- pottery- fishing- sailing- AH- IW.
 
^ Good idea! :)

As before, I'm not pushing particularly for the split, and certainly not if The Pyramids is 'on the radar' and settling on the Stone will save us plenty of turns, but I think that there's a case to link the food-poor resources with food-rich ones.

(Unfortunately my weekend's coming to a close :(, so I'll have to be on auto-skip until late next week at best).
 
Hi guys, mailing from my holiday address (free wireless network available and my wife brought her laptop)

I think the dotmap discussions are going the right way.

The fact that we do not have barbs to worry about is one of our greatest advantages this game. I think we must take advantage of this and settle aggressively.

In this game have the opportunity to settle 3 or 4 cities fast so they can start growing before building escorts or defenses. Even if the cities are small, they can work a food resource, a hill and some coastal tiles before we build cottages. The gold mine will take care of the maintenance, until we get some cottages in place. Then we can build another 2-3 cities in the jungle after we get IW.

In a game with raging barbs normally you really need tough defenses to deal with pillagers and city raiders. It is a huge benfit that they are our friends.

Let's take full advantage.
 
there is no rush
Let's think straight.

I think we should settle 1SE of cam's X, to be 1 tile away from the clam and the stone. We're not going to generate culture for a while.
 
Good point about culture. Clams+stone+gold would be completely useless for a long time. So perhaps we should go with SE of X followed by Y.
 
I agree to settle clams/stone and rice/gold without needing cultural expansion. I think we benefit more from quick cities with short term potential.

The game should not last long enough for cities to develop.
 
Pigswill, we need short term powerful cities because we want to win fast :p.
In my not always humble opinion we want to settle a few cities, attack a fewq neighbours and see where we are.
 
What about settling 1E of gold (1N of Y), fit in mysticism (we have a few turns until the settler), city can work gold whle building monument and work rice after border pop (coz we're not prioritising agric), gives us stone if we're going for 'mids.

If we're going for invading neighbours etc then optimal dot map ain't important.
 
Back
Top Bottom