SGOTM 06 - Misfits

Yes that is about right MoA, we get construction in the same time with beakers left over (or something like that is the target anyway)

No We have not reseached Masonry, but is implyed by the construction research...

Offcourse we go for Mathmatics ASAP first, to give the 50% bonus on chopping those trees (DELAY the chop at Horico if needed!)
 
Cool... I'm with you. I'll wrap my head around the math of it all later. This is the kind of stuff I need to see that will make me a better player. I'm very thankful for that. :)
 
If you look at my calculations, and if you add namliaM's comments about the :gold: I forgot, it should be understandable ...

Of course, this isn't exactly the result we will get, because we used 20:commerce:/turn and 6:gold:-maintenance to calculate >60 turns. This will change, of course ...

But the logic should be correct :D
 
Yes, I am ready to pick it up :salute: ...

... but I think, we could give AG another ~14 hours (up 'til tomorrow morning for us) :confused:



If he doesn't show up and post a 'Got it' by then, I'll play the next turnset ...
 
Research: finish Mathematics, and save money (0%:science:) ...

Army:
- 1 Axeman is already heading for Horico
- Take 2 Axemen from Sparta go VPP Haniball ASAP I think
- Take the Axeman (soon in Horico) add a Chariot and go VPP MM
- Take the extra warrior North to find out how much more land there is up there and what it looks like...
- Take one or two axemen and shut down the southern Passage (the 2 gaps in the mountain range on the south side, west of Sparta)
- Look out for Alex!!! He is beeing left alone to build units, but we cannot have him join the VPP party right now. He had atleast one worker, chances are he gets that copper hooked up (soon) and comes to VPP us.


Builds in London:
A/S, A/S, Barracks, A/S, A/S, Library
to time the construction of the library for the moment our 20 saving-turns are done:
Option2; stop research after Mathematics, then go 100%:
- 20 turns * 0:science: = 0:science:
- 36 turns * 25:science: = 900:science:
Total: 900:science: after 56 turns

From there on, as long as we can go 100%, option2 is better, of course ...
In those 20 turns we save 20 * 20 = 400 :gold: which means at 6 gold per turn upkeep we can run (400-336) / 6 => 64 / 6 = 10 turns more of getting 100% science.

10 * (25:science: - 17:science: ) = 80 :science: Extra "for free" only by delaying investing beakers and getting construction at the same time as we would otherwise.

London's worker:
- Finish that mine due SE (Check to make sure London works it!)
- Road that hill
- Chop & mine the forrest Hill north of London (Maths first!)
- Finish the road between London and Horico
- ...
- get the gold mine due SE mined. Roading to the gold takes 7 turns, so does the Mining of the gold.
The road we have no real use for, the mine we can use with the new city.


Builds in Horico:
- Warrior
- Chariot (allready in que, sorry but I was hoping to whip it with the Skirmisher situation. Didnt get the chance tho)
- Chariot
- Chariot ?
- Chariot ?

it's worker:
- Chop that plains forrest (make sure to not finish before Maths is completed!)
- Pasture the Cows
- Farm the Rice


Builds in Sparta:
- Monument,
while working a grass-forest! That's faster growth, slower production; but as we can :whipped: earlier, it gives us more production in the end ...

no worker yet; but maybe, the AI can 'borrow' us one ... :D
 
Build que for London could also be Barracks first followed by 4 Axemen. They be 5 turns later but promoted :) and then finish with the Library.

IF we feel secure enough about having 2 Axemen RUNNING south to pillage Hannibal having 1 Axe in Sparta and a couple of Chariots comming from Horico.

I dont know about the grass forrest vs the Plains forrest...
17 * +2 food to grow and be able to whip => 17 * 2 = 34 + 44 = 78. Finish turn 18 on the grass
45/3 = 15 turns on the Plains forrest Monument done 3 turns earlier... With 15 food stored instead of 0.
Grass forrest gets 78 hammers tho... so we gain 78 - 49 = 29 hammers (half an Axe or 2/3 chariot if the road(s) are done) in trade for 15 food and 3 culture.

Also watch the FORTIFIED (I think) warriors on fogbusting south and east... Dont let them get killed by wondering axe or Skirmisher.
 
Well atleast 1 of those should be a spear as a precausion mainly. And if we take to long to go VPP Hannibal in particular he may well have Chariots running around in which case Spears are NOT optional.

Maybe Spear => Barracks => Axe => Axe => Axe => Lib ?
Spears have no need to be promoted to be succesfull vs Chariots or even HAs. Nums on the other hand :eek:
 
holdiays sitll got me a bit lagged, so go ahead and play without me, i'll definatly be more ready by the 2nd,
 
I've played my 10 turns; everything worked out as planned ...


The only bad news from my turns: we are the least advanced civilization of the world ...



The only enemy-force I encountered @home was a barb-warrior approaching Horico from the North:


Our warrior was attacked in the forest S of the barb's position (the barb cruised around a bit), and he defeated the barb with 1.0/2HP left (4 turns to heal). After he was healed, he continued scouting to the North:



A close-up view of the greek city south of Sparta:



I also discovered a new carthagian city:



Here's Carthage when our VPP-Axes arrived (the bronze wasn't roaded yet :crazyeye: ) ...


... after they finished their party:



Here's a final view of carthagian lands (no more military resources connected at the moment, as far as we can see):



and a view of malinese lands (no military resources in view, so far ...):
 
The save is uploaded ...
Spoiler upload log :

Here is your Session Turn Log from 1000 BC to 850 BC:

Turn 101, 985 BC: You have trained a Warrior in Horico. Work has now begun on a Chariot.

Turn 103, 955 BC: The borders of Horico have expanded!
Turn 103, 955 BC: Barbarian's Warrior (2.00) vs Churchill's Warrior (3.10)
Turn 103, 955 BC: Combat Odds: 9.1%
Turn 103, 955 BC: (Barbarian Combat: +5%)
Turn 103, 955 BC: (Plot Defense: +50%)
Turn 103, 955 BC: Churchill's Warrior is hit for 16 (84/100HP)
Turn 103, 955 BC: Churchill's Warrior is hit for 16 (68/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 103, 955 BC: Churchill's Warrior is hit for 16 (52/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 103, 955 BC: Churchill's Warrior has defeated Barbarian's Warrior!

Turn 105, 925 BC: You have discovered Mathematics!
Turn 105, 925 BC: Alexander converts to Buddhism!

Turn 107, 895 BC: Horico has grown to size 2

Turn 108, 880 BC: You have plundered 15? from the Mine!

Turn 109, 865 BC: Clearing a Forest has created 44 ? for London.

Turn 110, 850 BC: You have plundered 4? from the Pasture!


The auto-log of the HOFMOD didn't work as planned, but still ...
Spoiler HOFMOD :

London begins: Spearman (4 turns)
A Mine was built near London
Horico finishes: Warrior
London finishes: Spearman
London begins: Barracks (5 turns)
Horico's borders expand
While defending in English territory near Horico, Warrior defeats (1.04/2): Barbarian Warrior (Prob Victory: 90.9%)
Tech learned: Mathematics
Horico finishes: Chariot
Horico begins: Chariot (8 turns)
London finishes: Barracks
Horico grows: 2
Horico finishes: Chariot
London begins: Axeman (4 turns)
Horico begins: Chariot (8 turns)
London finishes: Axeman
London begins: Axeman (4 turns)
 
There are 3 units I haven't moved on the last turn:
- new Axe in London
- Spear, waiting in Sparta
- 2nd chariot, in the woods E of Horico
so the next player can decide what to do with them ...

I think we don't need any other spears for the moment:
- Alex has no horses
- Hannibal's horses have been pillaged, and the only Carthaginian unit's I've seen are Archers and 1 Warrior
- for Mansa Musa, we haven't discovered any horses yet, and the only Malinese units I've seen are Skirmishers

I haven't touched our 2 scout-warriors, S and E of London. This means, they are still fortified ...

Our citites:
- London is building an Axe (2 turns left), and the worker is mining the hill NE (6 turns left)
- Horico is building a chariot (5 turns left), but the worker is pasturing the cows (3 turns left). That should give us the chariot in 4 turns ...
- Sparta is building a monument (6 turns left)

AI workers:
I have seen no worker, not even inside their cities! Where are they?
And what about MM??? He has only approved 3 tiles around Timbuktu:confused:
 
Nice going Chris, looks like (hopefully) we got to the resources in the nick of time :), which would mean No Axe's, no Chariots :) and NO NUMS :D, for now... Picking up 20 :gold: for the pillages is nice...

CfL said:
AI workers:
I have seen no worker, not even inside their cities! Where are they?
I think if we "pincer" that new City of Hannibal in a few turns, we may well find a worker there. He needs to improve the Rice and new cities in general are good targets to find Workers :) Maybe even RAZE that city...

Builds for London, Axe => Library So we can turn on research! We are getting mighty close to the 200 gold point. At 70% (roughly break even) Masonry => Construction = 43 turns Research 100% at -8 gpt makes for Masonry => Construction in 30 turns, 30 * 8 240 = gold needed. We can easily save for 43 - 30 = 13 turns and still get construction in the same turn we would have otherwize. We allready saved for 4 turns, so 9 more turns (maybe the whole next set of 10 turns!) untill we need to turn research back on. So in 9 turns the library should be finished.
6 turns to finish the mine...
Axe=>Lib = 52+135=187-24(overflow)-(6*15)=73/18 = 4 turns + 1 hammer (or 5 turns). 6+5 = 11 turns to Lib finish and research start.
We can speed up the Lib one turn... if we like, we only need 1 bonus hammer by stagnating the city 1 turn switching from the Banana to the forrest.

The free Axe and chariot should I think go to Sparta, as should the 2 new units. If we take the current Chariot and go SE, SE-SE (onto that Hill) we can make sure there are currently no Skirmishers on their way to Horico.
Meanwhile heading south to reinforce Sparta.

Sparta with 2 Axemen and 1 Chariot soon arriving (6 turns) should be strong enough to take 2 Axemen SE to Hannibal's new city (HNC). It is a 4 turns march from Sparta to HNC so in 10 turns we would like to have Hannibals VPP join the 2 Axemen at HNC from the Southeast, make sure to be on the right side of the river first to not get that penalty!
Maybe if all looks clear we can take the Chariot as well, for added protection and power. With 4 Axemen and a chariot even if we find 2 Archers in HNC we should be able to take it without much problems. But make sure to RAZE it, it is to far away for us currently and is actually nothing special in general.

10 Turns for the HVPP:
- Pillage the Farm/road south of Carthage (2 turns)
- Pillage the Farm/Road West of Carthage (3 turns)
- 5 turn march to HNC

For general VPP: Make sure to NOT touch cottages, they are our friends even if in enemy territory. They whould fuel OUR economy soon, or does anyone have other ideas about that?

Horico:
Make sure to switch from the Rice to the Cows the turn the Pasture finishes!
Next up for the worker => Farm the Rice.

London Worker:
Finish the mine
Complete the road to Horico => +1 commerce and Horico can build Axemen!

I rotated AG to refit the Roster (update), so you get a turn this rotation:
ChrisFromLux => Gone and VPPed Hannibal
Mastiff_of_Ar => UP for more VPP [party]
ArcadicGamer => On deck
namliaM => Want more discussion, come on guys join in!

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

We will want to have 3 settlers pretty soon I think. To het city A and C as well as the Fishing/GP City due West. But London with the barracks is a waste IMHO to build settlers. So maybe we can get some settlers out of Horico, while London acts as our mains source of military...
 
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