SGOTM 06 - Misfits

OK so with the added vote of Chris, AG's to settle in place and my own... with no objections in roughly 20 hours from now...

I will play option 2c, the first 30 tuns, which is
- Settle in place
- 23 turns building the worker
- Start the first warrior,
- researching Agriculture, Hunting and starting AH.

I will try to do a LITTLE scouting of the second gold as long as I dare to leave our city undefended, but I have a sneaking suspision we are alone on an island...

My idea would be 30 for me, 15 for each in the first round(s), down to 10 later on?
 
You have my OK to start, settling in place with option 2c, as well as playing 30 turns, then going down to 15 for each of us, and 10 on the 2nd rounds ...

About the little scouting: I've got your point about the visits, but in my test-games (I had 4 civs on my continent), they rarely even entered my territory, and they didn't even try to pillage in the first 50 turns, even if the improved tiles were unprotected. So I don't think security will be a problem for the first 2 players ... but of course, you never know ... :mischief:

Another thing about my test-games: when playing your 2c-option and working food-tiles (cows, then switch to banana on size 1; cows on size 2, 2nd banana on size 3, gold on size 4), I got out the whipped settler on turn 60, and before, I had build 4 warriors and the worker.
But I couldn't get out archers, because I only learned Archery on ~turn 60.
But afterwards, 2 archers were out in ~8 turns, due to the chop of SE-hill.

Not a bad option (2d? ;)), in my opinion?!? We could have 1 warrior in London, 1 on the gold, 1 on city2-spot, the last one on the way there. And 1 archer in both cities 8 turns later! And 2nd city would be off 5 turns earlier ...
 
Okay to go by me!
 
I played 35 to finish AH and picked BW as our next tech as per the techoutline we discussed.

The HOFMOD did not make a log, but here is my version of the log.

Naritive:
Meet Alexander 3700 BC
Meet Hannibal 3610 BC
Kill a lion
Kill Hannibal's scout
Meet Mansa 3250
Kill his scout 3160

Killing the Lion and 2 scouts... first blood has been drawn and "Brave heart" has earned enough points for 2 promo's which I didnt give him. We may want to run north a bit along the coast (going North of that peak) and turn East and south again clockwize. We may want to give him Brave man *erm* Bush man 2 so he can move 2 spaces along forrests.

I stopped 2950, check out the map... Looks like I was wrong on all counts...
- We are NOT alone
- We do have resources (2 horses!)

Looks like the best city distribution would have been to move 2E... :(
I bodged a little on the tiles worked, and worked the Grass Forrest hill for 1 or 2 turns at size 2 :(
Maybe due to this fact, I dont know, for some reason AH came in 3 turns later than anticipated, so I stopped the worker over to farm the Dye for 1 or 2 turns before he could move to the Cows.

The red crosses make chocke points which will be crutial to hold if we can. But it leaves us pretty enclosed.

Looks like we may have more land to the west as well.

There are allready 3 out of 5 possible calander resources visible, if the banana was not cause enough ... Now I think Calander is pretty important!

About our second city... I dont see an Obvious spot right now... South and directly east is jungle dirt... North is dry Plains land... North east maybe all the way to the horses
Maybe west, but that looks like a lot of water... Tho it could pick up that cow island...

Gentle people (if you didnt notice yet) we need to chop a lot of jungle this means WORKERS. We can build them or steal them, stealing them means Chariots IMHO....

About our oponents
Mansa - The tech Ho - Munsa
Meet him on turn 25 with a scout at 2 moves/turn = roughly 40 tiles away?
Financial/Spirtual
Techs: Mining/Wheel (where did the scout come from? Hut?)
UU: Skirmisher (strength 4 archer)

Alex - mr. Aggresion - ander
On turn 10, with jungle to pass thru from our south... maybe 10-15 tiles that way?
Aggresive/Philosophical
Techs: Fishing/Hunting
UU: Phalanx (strength 5 spear)
IF we get copper, knowing he is close to the south... IF we get copper some place... Get some axes together and go smash some Alex face? Or we can try and bait him into generating some GPs for us? but that is unpredictable and the earlier we can take out 1 of these 3 guys... the better it is IMHO.

Hanni - Look at my horsies - bal
On turn 13, thats very little further than Alex is
Financial/Charistmatic
Techs: Fishing/Mining (again, normaly doesnt start with a scout!)
UU: Numidian Cavalry (Horse Archer, with only 5 strength but +50% vs Melee + 20% withdraw chance + Flanking 1 (adding another 10% withdraw) )

Of all our friends till now, I like Hannibal least of all... I hate those Nums! Even a spear has a touch time defending against them. PLUS if they do lose 30% of the time they lose, they retreat *grrrr*

Here is the save
Goal for the next set I think... Research BW (hold there if we find Bronze I think)
Pasture the Cows, Mine the gold, farm the Dye.
Build warriors all the way? And scout around a little more... I would love to know who our closest neighbour is (looks like Alex for now)
Knowing where the nieghbour is, knowing we have atleast 2 close neighbours to the south... maybe we can take out one early on?

Edit: So who is up next?

Spoiler Upload log :

Turn 0, 4000 BC: Logging Game to File: autolog.txt
Turn 0, 4000 BC: London has been founded.

Turn 9, 3730 BC: You have declared war on Alexander!

Turn 12, 3640 BC: You have discovered Agriculture!
Turn 12, 3640 BC: You have declared war on Hannibal!

Turn 19, 3430 BC: You have discovered Hunting!
Turn 19, 3430 BC: Barbarian's Lion (2.00) vs Churchill's Warrior (3.70)
Turn 19, 3430 BC: Combat Odds: 1.2%
Turn 19, 3430 BC: (Animal Combat: +30%)
Turn 19, 3430 BC: (Barbarian Combat: +5%)
Turn 19, 3430 BC: (Plot Defense: +50%)
Turn 19, 3430 BC: Barbarian's Lion is hit for 27 (73/100HP)
Turn 19, 3430 BC: Barbarian's Lion is hit for 27 (46/100HP)
Turn 19, 3430 BC: Barbarian's Lion is hit for 27 (19/100HP)
Turn 19, 3430 BC: Barbarian's Lion is hit for 27 (0/100HP)
Turn 19, 3430 BC: Churchill's Warrior has defeated Barbarian's Lion!

Turn 22, 3340 BC: Churchill's Warrior (2.00) vs Hannibal's Scout (1.00)
Turn 22, 3340 BC: Combat Odds: 99.1%
Turn 22, 3340 BC: Hannibal's Scout is hit for 28 (72/100HP)
Turn 22, 3340 BC: Hannibal's Scout is hit for 28 (44/100HP)
Turn 22, 3340 BC: Hannibal's Scout is hit for 28 (16/100HP)
Turn 22, 3340 BC: Churchill's Warrior is hit for 14 (86/100HP)
Turn 22, 3340 BC: Hannibal's Scout is hit for 28 (0/100HP)
Turn 22, 3340 BC: Churchill's Warrior has defeated Hannibal's Scout!

Turn 24, 3280 BC: You have declared war on Mansa Musa!

Turn 28, 3160 BC: Churchill's Warrior (2.00) vs Mansa Musa's Scout (1.00)
Turn 28, 3160 BC: Combat Odds: 99.1%
Turn 28, 3160 BC: Mansa Musa's Scout is hit for 28 (72/100HP)
Turn 28, 3160 BC: Mansa Musa's Scout is hit for 28 (44/100HP)
Turn 28, 3160 BC: Churchill's Warrior is hit for 14 (86/100HP)
Turn 28, 3160 BC: Mansa Musa's Scout is hit for 28 (16/100HP)
Turn 28, 3160 BC: Churchill's Warrior is hit for 14 (72/100HP)
Turn 28, 3160 BC: Mansa Musa's Scout is hit for 28 (0/100HP)
Turn 28, 3160 BC: Churchill's Warrior has defeated Mansa Musa's Scout!

Turn 31, 3070 BC: Hannibal adopts Slavery!

Turn 34, 2980 BC: You have discovered Animal Husbandry!
 
Quick look at the save...
We have 1.64% of the world at our control.
At 21 tiles => The world consists of rougly 1280 land tiles.
At 64% for domination => 820 tiles for domination victory, which is 40! cities (I will be happy if we make it to 4!)

NO one we know has as much land, Mansa has 1.0% => 13 land tiles, this means the other AI we know have even less! This could work to our advantage as their production poor capitols have to pull them at the start. We on the other hand have a nice hammer start... Go get them I think?

On the other hand Hannibal allready has 19% of population => Sea food?!
Both Athens and Carthage are size 4 at the moment.

Just look at the mfg Goods and Food graphs... Alex got me worried!


As for us... Well Charistmatic give us a happy face with the Obelisk, which obsoleets with Calander :( Worth building at all?
Protective + Stone = Walls and Castles like no tommorow...
UB: Stock Exchange (yet another reason for banking? besides mercantalism)
UU: Red Coat, Rifleman with +25% vs Gunpowder and offcourse the free gunpowder/archer bonus of protective. Drill 2 Red coats can be mean things...

Looking at the progress graphs:
- Culture
Not everyone settled in place... Or atleast not on turn 1...
- Power WOW!
The power graph just looks whacky for RB and CRC. They
jump from 5 to 16 from rougly turn 28 to turn 45.
Our starting tech Mining is 2 power + the warrior = 3. Add a Warrior and City at pop 2 or 3 = 5 This is Turn 28 or so... This means they have something total different from our approach.

Add BW for 8 more power = 13
Another warrior for 2 and a city at 4 pop for 1, my guess they went BW first.

Fifth element research BW, while building a Warrior + Worker (whipped, I think), Same as XTeam did I think. But look at Fifth go with their power man...
 
First of all, nice write-up and good analysis!

So you played up to turn 35 ... no problem for me ;)
But who's up next: Mastiff, Arcadic_Gamer or me? Playing the next 20 turns to get BW (we should need 18 turns)
That way, after the 2nd set, we could really discuss where to build a second city ...

... because until now, I don't see a nice spot either:
1) NE of London, N of the horses:
- far away from London
- need culture to get rice and cows (monument 1st build, after mysticism :()
- we'll need a long road to connect the horses
+ Horses!
+ NE-chokepoints protected?!?

2) S of London, on this little tip of land to get cow-island and fish:
- 4x jungle
- culture again
- we'll need boats to start that city
- 3x ocean & 9x coast
- no military resource yet
+ close to capital
+ cows and fish to grow fast
+ only 1 road needed to connect to London (?) using the river

3) SE of London, S of the rice:
- 10x jungle :eek:
- culture again, to get resources
- no military resources yet
+ 2nd Gold
+ quite close to capital
+ only 1 road needed, again
+ SE-chokepoints protected?!?

But, I don't like any of these spots for the 2nd city!!!

We should maybe scout to the W, and hope we really find some (suitable) land ...
Finding Copper could improve one of these 3 spots (copper and horses in NE-city would be nice :lol:)

I have a question regarding our 3 rivals: where did they come from???
Mansa from the N, Alex and Hanni from the SE?

And a last question for tonight: we could consider Arcadic_Gamer's proposal about the Great Wall, as we found Stone and 3 rivals on our ?big_continent?, leaving much space for barbs to spawn :confused:
 
Hmmm, I've yet another question :blush:, about the power-graph:

Does the AI get a free technology on Prince-level in Warlords?

Because if Hannibal researched BW (which he did), how could he get out Archers? Getting Hunting and Archery from Huts?
 
I suspect our first challenge will be from Hanny. Horses? Copper? Hope?
 
Because if Hannibal researched BW (which he did), how could he get out Archers? Getting Hunting and Archery from Huts?
I am just guessing at the graph... in my normal SP games I dont bother (that much)


I dont suggest hiding anywhere, but the cheapness of both ... getting the extra trade route MIGHT be worth it.

I comprised allready yesterday this:


For any city to our south or east, we are going to need IW as #1 priority and something like City count + 1 workers, to chop that stuff away...

I rather like E, partly due to the horses... but also because we NEED them hammers. Plains cow 3/3, Plains Horses 1/4, Farmed rice 4/0, Mined plains hill 0/4 + City Central = Size 4 city 10 food/9 hammers. It is a nice productive city :) and well I think we need them horses HA's are much better vs Nums as Nums get no bonus vs them :) but that requires HBR....

D can be pretty productive too. Put a farm on the rice 4/0 and a farm on that grass 3/0, CC 2/1 and mine the 2 grass hills 2/6 as well as the Plains hill 0/4 => Size 5 with 11/11 food/production.

I have a question regarding our 3 rivals: where did they come from???
Mansa from the N, Alex and Hanni from the SE?
All the scouts are where we met them... So yes Alex and Hanni from the SE right on our borders (nothing to do with me scouting). Maybe we could have delayed meeting MM for a turn or 2 had the warrior not been there!

About the GW... That would require getting F up ASAP, or even move F more to the East outside of the mountains.... Dont think that the GW is a reall option at the moment.

As to who is up? How about sticking to the batting order?
Roster:
ArcadicGamer => UP to research BW
ChrisFromLux => Waiting
CNWJR => Out of this for a while, please let us know if you are up and running
MaroWaker
Mastiff_of_Ar
namliaM (Opened)

Now that we do have Horses near by, do we need to go BW => Archery?
We can build chariots for initial defense, I think we need BW => Wheel => Pottery much more now than we need Archers?
 
Archery is needed for HA if we wish to rid of Hanibal first. HA also would work well against skirmishers, but obviously not alaxander's phalanx. Whichever is closer is the best bet so we can possibly keep the capital and any other good cities.

That stone is in such a horrible place for the GW, and for keeping it connected to our cities. Pass on it.

We should definaly look at keeping 1-2 units with "bush man 2" and not chopping the forest/jungle for the added defense. Our focus should be on keeping all our resources connected within that peaked area, so keeping units there instead of in the city is a viable option, as is forting some of the open ones. (in particuar, the one directly south on the coast, could be forted for extra defense there, instead of behind the peak where a tile could be worked)

Whats the build que for the 20 turns of BW research? Worker? or do we have one? Settler after a few warriors?

Woker que is pasture, mine, farmdye which should last 20 turns.

City Cites, i prefer E first for chariot steals, then B for those workers to junglechop. C could be put 2N of the letter, with a fort later on the farthest E choke point.
 
With our actual situation, I would also build E first, then B as 3rd city ...

But maybe, scouting W and the appearance of copper could change our plans; copper will be there before our 1st settler, anyway ...

So, Arcadic_Gamer up next: OK for me, if you find some copper ;)
 
I did just notice now, that we have :
- 6 turns to grow to size 3
- 6 turns left on the warrior
- 6 turns for the Worker to Pasture the cows

:satan:

So ArcadicGamer you got this game? Or should Chris get it? Or is someone else still out there simply dying to get at this?

Some questions/descisions to make...
Our warrior (Brave heart?)
Do we want to go Bushman 2 with him and explore around a little? OR Get him to Combat/Medic and bring him home? We are going to do a lot of battling and can use a Medic...
We can probably get a medic (chariot? or some other unit) someplace else later on easy enough... And we cannot scout around freely for long, soon-ish units will start roling in to attack our *Ahem* empire. I think we can really use the scouting.
Build que
Warriors all the way untill we can start the settler at size 4 I think. In total we want/need (I think) atleast 3 warriors "at home" and 1 out exploring a little (where is our closest enemy and where are the others?) Now that the cat is out of the box... no harm in finding it. Or cats as the case may be.
3 warriors "at home" to me means 1 in the Capitol and 2 to escort and/or pre-fogbust for the settler to go to his new home. What do you all think?
Scouting
We can scout a little Westward, with one of the upcomming warriors I think

E for the first city sounds good to me... for now, but we should get BW well before the settler so lets not get to set on it.

As for all the other leters I was exploring possible 2nd city sites not dotmapping our entire civ (yet). C can be moved all over the place.
The downside of B offcourse is that A is blocked and just building the fishing city south of our capitol just for some Measly beakers and a GP or 2... may not be worth it...
Building A tho... goes together with C because I just cannot bring myself to not get that gold worked somehow...
 
So I make a little more maps...

Dotmap 1


Dotmap 2


PRIOR to settling A, B, C or F we NEED to have (or nearly have) IW... all that jungle :cry: :yuck:
AND a surplus (stolen?) worker to help with removing that GARBAGE.

A has Fish (+4) Cows (+1) and CC (+2) for 5 grass hills (-5) making it to +2 food but 19 hammers and at size 7 instead of 8.
Plus add a workshop/farm here and there if we can grow bigger.
Can this fish be pillaged before Astronomy? I know in BTS it cannot, but in Warlords?
This could turn into our HE city?

B has + 9 food (Jungled for now Banana +3 food eventually, Rice +3 food, cows + 1 food and CC +2) to feed the Goldmine (-2 food) 3 grass hills (-3 food) and another plains hill (-2 food) for overall +2 food and 20 hammers for those tiles at size 8 thats decent!
This could turn into our HE city? But we waste the gold commerce :(

C What happens to the CC if you settle on Spices? Anyone know? Anyone can test? I can test maybe tomorrow. Edit: Tested, it does NOTHING.
Rice (+3) and CC (+2) to feed Gold mine (-2 food) and 4 hills (-4 food)
So overall it is at -1 food, requires atleast 1 farm/Windmill or something.
But we can cottage it up otherwize and makes nice commerce city with gold and Dye and cottages all over the place, most of which would be hidden behind the peaks.

D Forget about D for now... I think, it is going to be a while IF at all that we are going to settle that crappy city...
Edit:
With the Farm on the grassland 3/0 and the rice 4/0, CC 2/1 . We can work the Grass hill and Steal/Borrow the hill from london, 2/6
At size 4: 10/7 (+2 food)
At size 5: 10/11, adding the Plains hill (Stagnate!) but a 2 Chariots/Archers every 7 turns, not bad for a crappy city
Add a (chain) farm on the plains to the rice and we are back at +1 adding a 2/1 plains tile as it slowly grows in size.
/Edit

E Rice (+2 unirrigated for now!) Cows +1 and CC (+2) to feed 2 plains hills (-4) Horses (-1) and 3 plains tiles (-3) for overall -3 food but those are the plains mines & tiles talking... we can cottage the place up I think except for the special tiles. And in particular we can do this a little later as we will need the production for now.

F Plains hill (-2), 4 hills (-4) and 2 plains (1 of them stone) (-2) CC only thing giving food (+2) makes -6

I dont know about the X cities they be watery graves I think... -for now- Tho both would be cheap to maintain and a GS soon could REALLY help in research :)

Looking at the dotmaps and cities on them... well lets let me keep my oppinion to myself for now...
 
One more post before going to bed myself... We are going to want to insert Mysticism someplace for the :) and the cheap early culture in any city...

Does the happy face disappear with obsoleet of the Obelisk? Anyone know? Or test someone?

Roster (update) :
ArcadicGamer => UP to research BW
ChrisFromLux => Waiting
Mastiff_of_Ar
namliaM (Opened)

CNWJR => Out of this for a while, Unable to load the save
MaroWaker => Out of this till Januari 18th

So it seems for now we are only 4 of us... But I am hoping everyone can still contribute from posting on the forum.
 
I'm here. I read much more than I post, but if I have an idea or a comment, I'm not shy about it...

I like E as well, for the horses, but I have a suspicion that our game hosts placed the bronze juuuuuuuuust out of reach of the nice central spot. So we'll get to have a choice. Just my guess.
 
I'm here. .... I like E as well, for the horses, but I have a suspicion that our game hosts placed the bronze juuuuuuuuust out of reach of the nice central spot. So we'll get to have a choice. Just my guess.

I was thinking we would not get any resource to be forced to use protective to its fullest, but... there you go... nothings is as it seems lets wait and see.

Even tho I am quite focal in posting, please add comments if only short stuff like you did now. Just to let me/us know we are not alone and we are moving in the right direction accoording to our team.

I have updated my first "short cut" post on the first page to my TS and the Dotmap. So hopefully if you ever get lost, just go to the first page and you should find the most important info.

Capitol EARLY (Pre Calander)
Banana (+2), Cows (+2), CC (+2), Farmed Dye (+1), Gold mine (-2) 4 Grass hills (-4) for a total of +1 food... not to great in the food dept, but this is allready size 8. We are currently capped at 6.
We will be working the Banana (+2), Cows (+2), CC (+2) and the Gold hill (-2) for +4 food at size 3 ALLWAYS I think.
Then comes the question what to do with the other 3, 4 or 5 pop extra. Beeing capped at 7 (once the gold is roaded)... or capped at 8 if we build an Obelisk or even greater hights should happiness allow it.
How should the city be improved?

We could make a cottage on the second Banana for an added commerce, but we are (I think) going to replace that by a plantation later on, so is that usefull?
Do we want to put a cottage on the Dye or farm it? Once the cottage is a town it will be the same as having a planation on it, we have Dye else where as well for happyness we only need one... And a town gets better with PP or Free speech (should we ever get there)
A relative beeline to Calander requires the following techs (in order of beaker cost):
127 Wheel
171 Pottery
214 Sailing
256 BW
256 Writing
429 Iron Working (need this soon-ish for jungle clearing)
535 Mathmatics
750 Calander
===
2311 beakers
Soon we should be making 9 (default) + CC (1) + Banana (1) + Goldmine (7) + Trade route to new city (1) + Riverside Dye (2) + Riverside mine (1) = 22 (at size 5) Or something like that. Which makes Calander something of a 100 turns away, maybe a little less cause we add a library, but we also have to drop science from 100% once we settle the new city... and we are not there yet... so 100 turns from now is not that bad a guestimate I think?
Cottage (15) => Hamlett (30) => Village (45) => Town
Overall a cottage takes 90 turns to grow to a Town -if we work it all the time-, which is right around the time we get Calander.
In the meantime to calander we either get:
Cottage it:
15 turns +1 commerce +15
30 turns +2 commerce +60
15 turns +3 commerce +45
30 turns -1 commerce -30 (just guessing it wont make it to town before calander)
for a total of 90 extra commerce (not counting slider or library).

Or Farm it
For an extra food per turn

It all comes down to this question: To what end should we focus our (early) captitol for the time beeing and to what in the future? Toward production ... Or Finance? So lets see the options...

We currently have 3 happiness resources visible, meaning we have a hard cap of 7 pre-calander and 9 post-calander. (not counting an obelisk for now)
Once we get Monarchy offcourse all bets are off... because happiness is determined at that point by military.

The basic "must work tiles" for our capitol CC 2/1/1, Banana 4/0/1, Cows 4/2/0, Gold Mine 0/3/7, at size 3 for 10/6/9 food/hammers/commerce at +4 food (growing nicely)
(offcourse dont forget the 9 default beakers/commerce you get for your capitol)

Finance: We need cottages on those riverbanks and work them
basicaly add as much commerce/cottages with (probably) no hammers but stay at +4 so we can occationaly hit the whip for some units
Something like cottage the Dye and the 3 other riveside flat grasslands, which adds 2/0/2.5 (on average) to the (early) city.
At size 4: 12/6/11.5
At size 5: 12/6/14
At size 6: 12/6/16.5
At size 7: 12/6/19
All the commerce is excluding the default 9 and offcourse grows into the future.
Production: We need mines on them hills and work them
For hammers you need hills 2 Grass hill 1/3/1 (riverside), 2 more grass hills 1/3/0 (no river)
At size 4: 11/09/10 (+3 food)
At size 5: 12/12/11 (+2 food)
At size 6: 13/15/11 (+1 food)
At size 7: 14/18/11 (Stagnate!)

Capitol Later (Post calander)
Must work tiles: 2 Banana (+6) Cows (+2) CC (+2) Gold mine (-2) 4 Grass Hills (-4), city still producing +6 food.
Add the 2 plains tiles (-2) and we are still +4. If we can ever work all the tiles. Which looks like it means that one of the nieghbouring cities can borrow the banana's from time to time to grow/support specialists.
But we can do this a bit later I think.
 
I'll pick it up.

Woodsman 2 is better for scouting, and it'll help keep him alive when you land on the proper tile.

Settler as soon as we hit size 4? or one warrior after?

Scout in a clockwise circle from north east to south, and scout the water W with one warrior.

Will pick it up now, and play later today.
 
I was actually hoping to find some sort of response to all that stuff I put out there.... :(

I think if we can find one or more AI (semi-) close by we need to get some (serious) military into their lands ASAP to prevent them from hooking up metals/horses. Serious military would be Archer/Chariot combo or something.

But lets wait and see what AG bring home in way of BW.

Edit:
I wonder if any of you have MSN or Skype...

Edit2:
AG, make sure to work the Dye at size 3 while the GoldMine is not ready yet! And make use of the mine as soon as done.
 
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