SGOTM 06 - Misfits

Appologies,
No need... Looking at the save... Looks like the land West of london is a dead end. But also looks like it could fit a nice city will fit 2 west of the banana grabbing the cows... and can work 2 cottages... No hammers tho :( aside from the cows offcourse.

Axemen are 7 turns (Stop farming the Dye and get to the hill, mine it) + 3 turns for the road away = 10 turns total.
London is producing 6 hammers 4 food. Which makes a total of 10 production for the Settler.
For 2 pop whip it needs 60 production into the settler which is 6 turns.
This warrior we are producing (overflow of 3) + the following one will take a total of 4 turns (22 - 3 = 19 / 3 = 3+ => 1! Hammer short!)

I propose the following:
- Finish this warrior (we then have 3 at home) (This turn)
- Revolt (turn 1)
- Start the settler and get it to <90 hammers left (> 60 hammers invested) turns 3,4,5,6,7 (Wheel finished), 8 and 9
- Switch to a warrior, at which time we should be producing more hammers due to the Coppermine (+5 Hammers) At 11 hammers/turn it should take only 2 turns. Turn 10 and 11, while making SURE not to finish the road before the warrior finishes. If need be continue the farm on the dye for 1 turn, but make sure!
- Copper online. Start AXEMEN and start harrasing the AI. If copper is not online, get 1 more turn of production into the settler.
- Build axemen to 1 turn before growing to size 5 (Maximize hammers and commerce, while delaying the settler 1 or 2 turns), whip the city for 2 pop

With axes only, unfortunatly no Worker steal :( Best we can hope for right now is a pillage or two. If I am right about the techs the AI researched we should find Skirmishers and Achers in the cities. BUt hopefully prevent them from getting cottages/resources.

I think we need to delay infra for now, unless maybe a Monument in the new city. To get the border pop.
About the new city I would REALLY like to see what that Banana/Horse city looks like to our south east, maybe we want that over Horico up north? The southern city is on the river, no need to worry about many roads. Plus it is closer to the AI, meaning less movement time to get to them. Moreso if we (finaly) do get a road thru that jungle to it... getting the road south instead of north + the horses = Win win :)

With Infra delayed and no Granary, while our city is going to be stagnate at size 7 (and the happy cap for the time beeing), No more whipping I dont think after the settler. Unless we limit the city to size 5.
Must work tiles I think are now changed to add the copperhill:
02/01/01 CC
04/00/01 Banana
04/02/00 Cows
00/03/07 Gold
01/05/01 Copper
11/11/10 total city size 4 for +3 food.
At 3 food surplus it will take the city 42/3 = 14 turns to grow (without the granary) to size 5.
At size 5 adding a grassland would still be +3 food, but 45/3 = 15 turns to grow.
Adding the farmed Dye, make it +4 food = 45 / 4 = 12 turns to grow. With only 15 turns for a whip to disappear, whipping does not seem the way to go.

Whipping mostly is a good idea if the city can grow (atleast) the 2 pop it loses within the 15 turns of the whip disappearing.
So for maximum hammerage from London we want it Stagnate at size 7 working the 3 other (mined) grass hills. Ergo NO farm on the dye needed :( Bad call on my part to suggest the farm in the first place... We could have allready mined the Copper even before we knew it was there :( saving us some turns to get to Axemen. As well as some hammers...

Our exploring warrior needs healing... for 6 turns, if it doesnt heal a wolve will kill it, let alone the warriors/archers/lions and more evil things that are wondering around out there. Still I would like to see the Banana/Horse city surroundings, so I suggest using one of the (soon to be) 3 warriors to head on southeast and scout around there a bit before (potentially) heading back. Before producing the settling we will insert (see plan layout above) another warrior to defend London, while the other 2 still in London can scout ahead of the Settler (either Horico or due Southeast) to get it to its spot.

Every 5 turns after the settler there should be an Axe roling down the London production line (5 turns at size 4, 4 turns at size 5, 3 turns at size 7). So any "barbs" (no matter what flag they bare) we should be able to handle.
I think we shouldnt bother with a barracks before we have 3 maybe even more axemen.

Only Chris really spoke out about his oppion about cities. I like Dotmap 1 the best too.

So unless someone has strong concerns against this, lets stick to this -for now-
Cities G, H and K is the location I was talking about. We need IW to get at that banana.
H is the weakest city short term (untill the border pop) but is also the strongest city of the three in the medium term.

E or (G,H,K) is the first target for the settler I think, maybe we can make due with only London churning out Axemen? If we can keep the AI pinned down a little while. This would allow us to get A, C and the western city up ASAP and start serious research (requires IW tho!)
The Gold X west of our city could be used to run atleast 1 scientist to start generating a GS. Hopefully we find some seafood too for another scientist. Which is why I would have like to have seen that entire strip of land scouted. Right now we cannot do it anymore I dont think because in 10 turns we need the warriors in another place to go escort the settler.

At this point I am hoping a bit that we meet other AI soon, or we may be stuck on this peace of nice land with these 3 AI. With another 3 AI (free to tech away and trade :( ) stached away on another continent someplace.

Regarding the border pops, getting a religion would be great for border pops. Any religion is going to be to far away to help with either city #2 or #3 I think. Atleast if we assume Buddism/Hinduism/Judaism to be gone allready/soon.
 
It seems like you'd rather whip than chop. Are you pondering the trees for something later? I'm fine either way, as long as we head for the horses!

I still think E is the way to go for the next city. It gets us the resource we MUST have, and it's farther away from the AI who want to kill us.
 
Chopping takes 5 precious worker turns (+1 to move into the forrest)

I guess we could chop out the settler, 3 forrests = 90 hammers, except it takes somewhere close to 10 turns extra vs the whip.

The horses/chariots are only important if we want to try worker steels, if we are going to stall them in their respective capitols (maybe added their first city allready? and we pin them in those 2 cities) Chariots lose all their appeal, because the workers hide in their cities.
I would like MOST urgently to found A, because this will in the future be the Production capitol of the world. For units or Wonders, should we want to build one.
London, C and E. Possibly GHK as well, should be cottaged, presuming we are on this land with 3 AI only and we have to get to higher tech (Astro and up) to get at the other AI. This would be logical with the ANY victory condition. Space should be possible as fast as conquest/domination.

Actually I dont mind the AI on our content developing a little bit, founding cities for us to raze/capture => MONEY for us :) Just as long as they do not get Copper/Iron or Horses :)

Roster (update) :
ArcadicGamer => Still UP to Finish the wheel?
ChrisFromLux => Waiting / Or grab it if AG doesnt?
Mastiff_of_Ar
namliaM (Opened)

CNWJR => Out of this for a while, Unable to load the save
MaroWaker => Out of this till Januari 18th
 
I am probalby gone till the 26th as an fyi, so happy playing if we do move forward.

Dotmap1 looks optimal.

Go ahead with the next and dont count the 1st turn towards the set.
 
I am probalby gone till the 26th as an fyi

Go ahead with the next

A lot of people will probably be out over Xmass.

ChrisFromLux, makes you up. you can play 20 turns I think or get to a nice cut off point (full tech researched/Settler done/etc)
The plan as I see it:
- Finish this warrior (we then have 3 at home) (This turn)
- Revolt (turn 1)
- Start the settler turns 3,4,5,6,7 (Wheel finished), 8
- Switch to a warrior, at which time we should be producing more hammers due to the Coppermine (+5 Hammers) At 11 hammers/turn it should take only 2 turns. Turn 9 and 10, while making SURE not to finish the road before the warrior finishes. If need be continue the farm on the dye for 1 turn, but make sure!
- Copper online. Start AXEMEN and start harrasing the AI. If copper is not online, get 1 more turn of production into the settler.
- Build axemen while adding chops to the settler

Meanwhile I think we can chop us that settler to the finish but start it while waiting for bronze to get online. I would add in the warrior for added security and a happy face once we reach HR.

Tech plan (40+ turns worth of research but still) : Wheel => Myst => Pottery => Meditation => Priesthood => Writing?

We will not add the library for a while and we need to get thru Priesthood anyway to get to Monarchy/CoL. Priesthood is a pre-req to Writing, so writing will get a 20% bonus on researching it with Priesthood.
 
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ChrisFromLux, makes you up. you can play 20 turns I think or get to a nice cut off point (full tech researched/Settler done/etc)
The plan as I see it:
- Finish this warrior (we then have 3 at home) (This turn)
- Revolt (turn 1)
- Start the settler turns 3,4,5,6,7 (Wheel finished), 8
- Switch to a warrior, at which time we should be producing more hammers due to the Coppermine (+5 Hammers) At 11 hammers/turn it should take only 2 turns. Turn 9 and 10, while making SURE not to finish the road before the warrior finishes. If need be continue the farm on the dye for 1 turn, but make sure!
- Copper online. Start AXEMEN and start harrasing the AI. If copper is not online, get 1 more turn of production into the settler.
- Build axemen while adding chops to the settler
...

OK, I'm ready for it, and I also like this plan.
What I would do concerning our warriors:
- Woodman-Scout: heal (6 turns), then continue scouting AIs
- 1st warrior at home: scout W and come back (10 turns) before the settler is out. W is definitely a dead-end, but I would still like to have it fully scouted. Of course, there would be only 1 warrior in London for 10 turns :undecide:
- 2nd warrior (new one): scout SE-city-spot (6 turns to get there)


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About the new city I would REALLY like to see what that Banana/Horse city looks like to our south east, maybe we want that over Horico up north? The southern city is on the river, no need to worry about many roads. Plus it is closer to the AI, meaning less movement time to get to them. Moreso if we (finaly) do get a road thru that jungle to it... getting the road south instead of north + the horses = Win win :)
...

I agree with namlia's idea's on the SE-city-spot:

  • it's closer to our 'friends'

  • river = no need to build a road and to defend it from pillage

About the different city spots:

  • K would be ready immediately, using the banana and the horses, to grow faster and get chariots out. But of course, we would miss the hill and would get 4 peaks

  • H of course has about half the tiles still covered by FoW, and it can't get banana/horses before a border pop. And it's 1 tile further away from our capital (effect on maintenance costs?)
    On the other hand, it won't have any peaks, it gets the hill, and maybe other resources in the S

  • G? Why would you consider G??? It doesn't get the horses until border pop, like H. But it misses the hill and gets 2 peaks.
    The only reason I see is that it could maybe get 1 resource in the 1 tile we don't see yet, that H doesn't get :confused:
Of course, we have to re-discuss once the tiles are scouted ...


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I would like MOST urgently to found A, because this will in the future be the Production capitol of the world. For units or Wonders, should we want to build one.
...

If we settle K or H as our 2nd city, settling A would be the logical 3rd city!
 
G? Why would you consider G??? It doesn't get the horses until border pop, like H. But it misses the hill and gets 2 peaks.
The only reason I see is that it could maybe get 1 resource in the 1 tile we don't see yet, that H doesn't get :confused:
[/LIST]
I agree with you on most if not all. I just throw the options out there G H K are all valid cities for one reason or another but all on the river, which is what I like (mostly) about them for now.

But to make an educated choice we need to take one warrior from London and have a quick look around there.

Take note tho of the number of turns we are not producing the Settler. After 10 turns the hammers start decaying, we need every hammer we can get. DO NOT Let hammers decay :(
 
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I agree with you on most if not all. I just throw the options out there G H K are all valid cities for one reason or another but all on the river, which is what I like (mostly) about them for now.
...

OK, and what don't you agree on? I know all 3 spots are on the river, and I see the advantages of H and K, but I don't get it for G ...


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Take note tho of the number of turns we are not producing the Settler. After 10 turns the hammers start decaying, we need every hammer we can get. DO NOT Let hammers decay :
...

I'll be careful about that ... ;)


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But to make an educated choice we need to take one warrior from London and have a quick look around there.
...

I fully agreed:
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- 2nd warrior (new one): scout SE-city-spot (6 turns to get there)
...
 
Well I disagree on the "there is only one warrior in London"-part.
Once the copper mine is up, we can (and should?) build a warrior in 2 turns to escort the settler while the other warrior is of the the south east. But this you probably mean too.

I disagree (for now) on A beeing our logical third city...
1) We do need IW for it
2) C is a definate option
3) E still out there
4) I would like to target an AI capitol as our third city :). With one settler beeing 3 axemen worth of hammers and us beeing low on workers for the time beeing... we need to try and get some sort of edge fast => Axemen fast => Go get us another city :)

But these are not that important (for now) ....
 
There is only 1 warrior in London for 10 turns, if I use the other 2 to scout W and SE, and if a settler is our next build ...
 
I think you are right, and I think it is OK to go scouting... tho the extra security of the one warrior is nice. Moreso... what if the AI show up with 3 warriors? The west land slide we are not going to settle untill city 3 or 4 ( that we build ourselves)

I think tho (see my plan) we should insert a 2 turn warrior build just inbetween finishing the Copper mine and getting the road ready to connect it.
Also after connecting the copper the build could switch to an axe or 2, with 11 hammers/turn you could still finish 2 Axemen in 9 turns + 1 chop getting the overflow towards the settler.

The axemen are then our protection and can go out and see what MM, Hannibal and Alex are up to (hopefully we know where Alex is by that time).
Dont linger in their culture to long tho! They will build only archers if we remain there. But we should return to pillage everything every now and then.
My idea (but this is for more than only this comming set, like the tech thing)
Build 2 axemen (team 1) , pillage MM. Team 1 goes and visits hannibal.
Build 2 more axemen, (team 2), Visit Alex.
Build 2 more Axemen, Join team 1 and 2, visit MM and take his capitol.

Do not wait for the respective teams to complete, the moment Axe 1 is ready move it out towards the target. The sooner the better.
 
I think you are right, and I think it is OK to go scouting... tho the extra security of the one warrior is nice.
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I think tho (see my plan) we should insert a 2 turn warrior build just inbetween finishing the Copper mine and getting the road ready to connect it.

I saw that, and I agree, but that doesn't change anything on the fact that there will only be 1 warrior in London for 10 turns, because the 4th warrior takes:
- 1 turn to finish the 3rd warrior
- 1 turn of Revolt
- 6 turns of starting the settler
- 2 turns to build the 4th warrior, using the copper-mine

That means, after 10 turns, 'protection' of London will go up from 1 to 3 warriors ... of course, there's no immediate need for us to scout W, but I still like to know what's out there ...
On the other hand, in my test-games a week ago, there was nothing more than 1 scout or 1 warrior showing up in the first 60 turns ...


If there's no opposition from the other teammates, I'll play the next set (~20 turns) tomorrow morning (~15 hours from now ...), and I'll scout the western dead-end ... :crazyeye:
 
OK I didnt quite grasp the ten turn thing... you are right offcourse.

It is going to take any adversary atleast 3 turns (where we can see them) to get to the city. So in actual fact, the unprotected status is shorter than that. Because the warrior can turn around... Anyway, I think -atleast- the two of us seem to agree... ;)
 
If we settle K or H as our 2nd city, settling A would be the logical 3rd city!

I'd vote H. Long term it's a much better choice. I agree on A as well... of course, MM's capitol works, too!
 
Does that mean H over GHK or H over E ???

I think so, yes. Your logic made sense. We'll have to build a monument pretty quickly, but if we're going to harrass with axes, let's just get after them.

Also, someone mentioned if we leave the axes in their territory, they build archers. Is that bad? I'd prefer that over axes right now...
 
I think so, yes. Your logic made sense
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Sorry, but I still don't get your opinion.


From the 3 different spots we have for an SE-city, do you prefer option H, no matter if we build it as 2nd, 3rd or 4th city ...?

or

Do you prefer city H as 2nd city we build, leaving city E for later?


:confused:
 
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Also, someone mentioned if we leave the axes in their territory, they build archers. Is that bad? I'd prefer that over axes right now...

I think namliaM was suggesting that while scouting their territory, I shouldn't stay inside their cultural borders for too long, so they don't produce too many archers (which would be their best units for the moment).

But if they already could build Axes, they would probably do so ...
 
The more units (archers/warriors or what else doesnt matter) they build, the more we have to kill.

The more units we have to kill, the more WW we will get. Let them build Settlers and Workers hoping to expand in favour of building damn units.
If we only raze the cities (offcourse this too costs WW) we earn money for it. Units give us nothing. Preverably I think we want to catch the settlers on their way out to turn those settlers into workers for us :)
 
Sorry, but I still don't get your opinion.


From the 3 different spots we have for an SE-city, do you prefer option H, no matter if we build it as 2nd, 3rd or 4th city ...?

or

Do you prefer city H as 2nd city we build, leaving city E for later?


:confused:

I think the SE city should be H.

I was under the impression several people thought SE should be the 2nd city. I'm okay with that... It'd be tougher to defend, but I think we're going on offence, right?
 
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