SGOTM 06 - Misfits

Well, after spending much of yesterday and today trying various options, I am still unable to load the save for this game. I give up. :(

You will have to count me out for this SGOTM. I am officially withdrawing from the misfits team. :(

Perhaps next time I will have the problems ironed out.

cnwjr
 
Well, after spending much of yesterday and today trying various options, I am still unable to load the save for this game. I give up. :(

You will have to count me out for this SGOTM. I am officially withdrawing from the misfits team. :(

Perhaps next time I will have the problems ironed out.

cnwjr

If you don't own BtS, have you tried using the 'updated' dll's, in order to match the Locked Assets checks???

Look here
 
I am unable to find the Autolog, which is created by the HOFMOD. Save is here

Highlights of my set:

I. Good news
The Barb Warrior to our west is history!

II. Bad news
Look at those odds vs a Skirmisher on a hill in a 40% defensive bonus position :(

III. Worse news
Skirmisher shows up at Horico, The warrior on the hill just defeated a barb warrior.

IV. Bad News
At 28.8% the RNG doesnt feel like restoring my faith in it. Our first Axe bites the dust.
But at 93% odds the second axe cleans him up (no screeny sorry :( ) Lets hope for no more Archers.

V. Good news (for a change)
Warriors are easy pray for Axemen, one warrior remains for the next turn.

VI Good news
No new Archer is whipped :), warrior dead = Sparta OURS :ar15: :run: :bounce: :thanx:
Thank you very much Alexander

VII Verry bad news
The skirmisher continued to Horico and attacks our Warriors there. 85% in his favour, the warrior gets a good bite into him.

VIII GREAT news
Our warrior holds at slightly favourable odds for him. Horico remains ours.


Spoiler Upload log :

Here is your Session Turn Log from 1450 BC to 1000 BC:

Turn 85, 1450 BC: Logging Game to File: autolog.txt
Turn 85, 1450 BC: You have trained a Axeman in London. Work has now begun on a Axeman.

Turn 89, 1330 BC: Churchill's Axeman (5.00) vs Barbarian's Warrior (1.90)
Turn 89, 1330 BC: Combat Odds: 99.9%
Turn 89, 1330 BC: (Barbarian Combat: -5%)
Turn 89, 1330 BC: (Plot Defense: +50%)
Turn 89, 1330 BC: (Combat: -50%)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 31 (69/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 31 (38/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 31 (7/100HP)
Turn 89, 1330 BC: Barbarian's Warrior is hit for 31 (0/100HP)
Turn 89, 1330 BC: Churchill's Axeman has defeated Barbarian's Warrior!

Turn 90, 1300 BC: Barbarian's Warrior (2.00) vs Churchill's Warrior (3.10)
Turn 90, 1300 BC: Combat Odds: 9.1%
Turn 90, 1300 BC: (Barbarian Combat: +5%)
Turn 90, 1300 BC: (Plot Defense: +50%)
Turn 90, 1300 BC: Churchill's Warrior is hit for 16 (84/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 90, 1300 BC: Churchill's Warrior is hit for 16 (68/100HP)
Turn 90, 1300 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 90, 1300 BC: Churchill's Warrior has defeated Barbarian's Warrior!

Turn 96, 1120 BC: Judaism has been founded in a distant land!

Turn 97, 1090 BC: Churchill's Axeman (5.00) vs Alexander's Archer (5.25)
Turn 97, 1090 BC: Combat Odds: 28.8%
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (80/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (60/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (81/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 19 (62/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (40/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (20/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 20 (0/100HP)
Turn 97, 1090 BC: Alexander's Archer has defeated Churchill's Axeman!
Turn 97, 1090 BC: Churchill's Axeman (5.00) vs Alexander's Archer (3.25)
Turn 97, 1090 BC: Combat Odds: 93.7%
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +50%)
Turn 97, 1090 BC: Churchill's Axeman is hit for 18 (82/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (41/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (20/100HP)
Turn 97, 1090 BC: Alexander's Archer is hit for 21 (0/100HP)
Turn 97, 1090 BC: Churchill's Axeman has defeated Alexander's Archer!
Turn 97, 1090 BC: Churchill's Axeman (5.00) vs Alexander's Warrior (2.20)
Turn 97, 1090 BC: Combat Odds: 99.5%
Turn 97, 1090 BC: (Extra Combat: +10%)
Turn 97, 1090 BC: (Fortify: +25%)
Turn 97, 1090 BC: (City Defense: +25%)
Turn 97, 1090 BC: (Combat: -50%)
Turn 97, 1090 BC: Alexander's Warrior is hit for 29 (71/100HP)
Turn 97, 1090 BC: Alexander's Warrior is hit for 29 (42/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 13 (87/100HP)
Turn 97, 1090 BC: Churchill's Axeman is hit for 13 (74/100HP)
Turn 97, 1090 BC: Alexander's Warrior is hit for 29 (13/100HP)
Turn 97, 1090 BC: Alexander's Warrior is hit for 29 (0/100HP)
Turn 97, 1090 BC: Churchill's Axeman has defeated Alexander's Warrior!
Turn 97, 1090 BC: Mansa Musa adopts Organized Religion!

Turn 98, 1060 BC: The enemy has been spotted near Horico!
Turn 98, 1060 BC: Churchill's Axeman (3.70) vs Alexander's Warrior (2.20)
Turn 98, 1060 BC: Combat Odds: 92.9%
Turn 98, 1060 BC: (Extra Combat: +10%)
Turn 98, 1060 BC: (Fortify: +25%)
Turn 98, 1060 BC: (City Defense: +25%)
Turn 98, 1060 BC: (Combat: -50%)
Turn 98, 1060 BC: Alexander's Warrior is hit for 27 (73/100HP)
Turn 98, 1060 BC: Churchill's Axeman is hit for 14 (60/100HP)
Turn 98, 1060 BC: Alexander's Warrior is hit for 27 (46/100HP)
Turn 98, 1060 BC: Churchill's Axeman is hit for 14 (46/100HP)
Turn 98, 1060 BC: Alexander's Warrior is hit for 27 (19/100HP)
Turn 98, 1060 BC: Churchill's Axeman is hit for 14 (32/100HP)
Turn 98, 1060 BC: Alexander's Warrior is hit for 27 (0/100HP)
Turn 98, 1060 BC: Churchill's Axeman has defeated Alexander's Warrior!
Turn 98, 1060 BC: Your Axeman has destroyed a Warrior!
Turn 98, 1060 BC: You have captured Sparta!!!
Turn 98, 1060 BC: Mansa Musa's Skirmisher (4.00) vs Churchill's Warrior (3.00)
Turn 98, 1060 BC: Combat Odds: 85.0%
Turn 98, 1060 BC: (Fortify: +25%)
Turn 98, 1060 BC: (City Defense: +25%)
Turn 98, 1060 BC: Churchill's Warrior is hit for 23 (77/100HP)
Turn 98, 1060 BC: Churchill's Warrior is hit for 23 (54/100HP)
Turn 98, 1060 BC: Mansa Musa's Skirmisher is hit for 17 (83/100HP)
Turn 98, 1060 BC: Churchill's Warrior is hit for 23 (31/100HP)
Turn 98, 1060 BC: Mansa Musa's Skirmisher is hit for 17 (66/100HP)
Turn 98, 1060 BC: Churchill's Warrior is hit for 23 (8/100HP)
Turn 98, 1060 BC: Mansa Musa's Skirmisher is hit for 17 (49/100HP)
Turn 98, 1060 BC: Mansa Musa's Skirmisher is hit for 17 (32/100HP)
Turn 98, 1060 BC: Churchill's Warrior is hit for 23 (0/100HP)
Turn 98, 1060 BC: Mansa Musa's Skirmisher has defeated Churchill's Warrior!
Turn 98, 1060 BC: While defending, your Warrior was destroyed by a Malinese Skirmisher!

Turn 99, 1030 BC: The enemy has been spotted near Horico!
Turn 99, 1030 BC: Mansa Musa's Skirmisher (2.90) vs Churchill's Warrior (2.80)
Turn 99, 1030 BC: Combat Odds: 48.9%
Turn 99, 1030 BC: (Extra Combat: -10%)
Turn 99, 1030 BC: (Extra Combat: +10%)
Turn 99, 1030 BC: (Fortify: +5%)
Turn 99, 1030 BC: (City Defense: +25%)
Turn 99, 1030 BC: Churchill's Warrior is hit for 22 (78/100HP)
Turn 99, 1030 BC: Churchill's Warrior is hit for 22 (56/100HP)
Turn 99, 1030 BC: Mansa Musa's Skirmisher is hit for 17 (49/100HP)
Turn 99, 1030 BC: Mansa Musa's Skirmisher is hit for 17 (32/100HP)
Turn 99, 1030 BC: Churchill's Warrior is hit for 22 (34/100HP)
Turn 99, 1030 BC: Mansa Musa's Skirmisher is hit for 17 (15/100HP)
Turn 99, 1030 BC: Mansa Musa's Skirmisher is hit for 17 (0/100HP)
Turn 99, 1030 BC: Churchill's Warrior has defeated Mansa Musa's Skirmisher!
Turn 99, 1030 BC: While defending, your Warrior has killed a Malinese Skirmisher!

Spoiler HOFMOD AutoLogger :

New Log Entries
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Turn 85/660 (1450 BC) [26-Dec-2007 15:43:24]
London begins: Axeman (5 turns)
London begins: Axeman (5 turns)
London begins: Worker (6 turns)
London begins: Axeman (5 turns)
London finishes: Axeman

IBT:

Turn 86/660 (1420 BC) [26-Dec-2007 15:45:06]

IBT:
Attitude Change: Mansa Musa(Mali) towards Alexander(Greece), from 'Pleased' to 'Cautious'

Turn 87/660 (1390 BC) [26-Dec-2007 15:45:34]
London grows: 6

IBT:

Turn 88/660 (1360 BC) [26-Dec-2007 15:46:00]
Horico finishes: Monument

IBT:

Turn 89/660 (1330 BC) [26-Dec-2007 15:46:50]
Horico begins: Warrior (11 turns)
While attacking in the wild near London, Axeman defeats (5.00/5): Barbarian Warrior (Prob Victory: 99.9%)
London finishes: Axeman

IBT:

Turn 90/660 (1300 BC) [26-Dec-2007 15:48:40]
London begins: Axeman (4 turns)

IBT:
While defending in the wild near Horico, Warrior defeats (1.36/2): Barbarian Warrior (Prob Victory: 90.9%)

Turn 91/660 (1270 BC) [26-Dec-2007 15:49:27]

IBT:

Turn 92/660 (1240 BC) [26-Dec-2007 15:50:06]

IBT:

Turn 93/660 (1210 BC) [26-Dec-2007 15:50:32]
A Pasture was built near Horico
Horico begins: Chariot (19 turns)
London finishes: Axeman

IBT:

Turn 94/660 (1180 BC) [26-Dec-2007 15:50:53]
London begins: Worker (6 turns)

IBT:

Turn 95/660 (1150 BC) [26-Dec-2007 15:51:32]

IBT:

Turn 96/660 (1120 BC) [26-Dec-2007 15:51:47]
Warrior promoted: Combat I
Horico begins: Warrior (4 turns)

IBT:
Judaism founded in a distant land

Turn 97/660 (1090 BC) [26-Dec-2007 15:52:39]
While attacking in Greek territory at Sparta, Axeman loses to: Greek Archer (1.86/3) (Prob Victory: 28.8%)
While attacking in Greek territory at Sparta, Axeman defeats (4.10/5): Greek Archer (Prob Victory: 93.7%)
While attacking in Greek territory at Sparta, Axeman defeats (3.70/5): Greek Warrior (Prob Victory: 99.5%)

IBT:
Civics Change: Mansa Musa(Mali) from 'Paganism' to 'Organized Religion'

Turn 98/660 (1060 BC) [26-Dec-2007 15:53:48]
While attacking in Greek territory at Sparta, Axeman defeats (1.60/5): Greek Warrior (Prob Victory: 92.9%)
Captured Sparta (Alexander)
Sparta begins: Monument (45 turns)

IBT:
While defending in English territory at Horico, Warrior loses to: Malinese Skirmisher (1.28/4) (Prob Victory: 15.0%)

Turn 99/660 (1030 BC) [26-Dec-2007 15:54:45]
London finishes: Worker

IBT:
While defending in English territory at Horico, Warrior defeats (0.68/2): Malinese Skirmisher (Prob Victory: 51.1%)

Turn 100/660 (1000 BC) [26-Dec-2007 15:55:23]
London begins: Axeman (4 turns)


Our current military status:
- 4 Warriors (one beeing build in Horico for future MP/happy )
- 2 workers
- 4 Axemen

3 of the Axemen are in Sparta (rename it or keep it?) We can (I think) take 2 and go visit Hannibal or MM both are overdue for a visit/pillage party (VPP).
I have not yet promoted the Axemen so they can be promoted when the need arises.
1 Axeman is heading for Horico, I dont want another scary situation with a Skirmisher or something up there. But that may not happen now that Horico is going to start building things itself.

One more thing:
Turn 96, 1120 BC: Judaism has been founded in a distant land!
Turn 97, 1090 BC: Mansa Musa adopts Organized Religion!

I think MM founded Judaism as well :), this means ALL 3 early religions will/should be our's soon. But we need some priests to take advantage of that.
Downside offcourse, it is highly unlike that Hindu and Judaism are both in Timbuktu, so that would be another city we have to keep....
 
NOTE: I think I fortified the two warriors, DO NOT FORGET about them. Maybe they should move along someplace, maybe on Sentry or something.

Accoording to my estimations the worker at London:
- 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
- Road to Gold
This should finish the Road to the gold right on the mark for growing to size 7 (maybe one turn late)

OR (my preverence) instead of roading to the gold, 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.

Meanwhile production que for london:
- Axe
- Axe
- Library? (with the chop)
If we do build the Library, KILL the research prior and/or during the build to get to research all they way thru Masonry => Construction with the saved money!!!
- Axe
- Axe
- Barracks?

Worker at Horico
- Chop that plains forrest (make sure to not finish before Maths is completed!)
- Pasture the Cows
- Farm the Rice

Build que 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 ?

Sparta:
- Monument

Shortterm goals I think:
- 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.
 
Just a quick Roster (update) :
ArcadicGamer => Up, if you feel UP for it allready
ChrisFromLux => On deck
Mastiff_of_Ar => Still having Archer nightmares :)
namliaM => Get got Gotten Sparta

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

So CNWJR, going to retry with Chris' link? Or ?

I updated the First page again.
 
Some stuff about Graphs...

CRC get a lot of culture in 40 or so turns 1100 culture.
700/30 = something like 20+ culture per turn?? No wonder even comes close?? Not even if you throw in a religion?? WTH? Did they build 2! Wonders allready? Or grab 2 religions?

XTeam and Smurkz are really powering up... We seem to be dead last at power, except for CRC... Did they go wonder building? => Oracle? Maybe do a Feudalism bulb? But CRC really shoots up the power Graph soon...

For the moment we look to be the first to generate any culture (besides CRC and 5th Element).
5th Element also build a wonder, 125 culture in 20 turns = 10 culture per turn.. probably Oracle...

In game Graph:
- We look to be outproducing every AI, but in particular MM! Which is a good thing!
- We are more powerfull than Hannibal, he is living on archers?? We need to VPP him ASAP if that is indeed true!
- Alex has me worried, even with losing the Archer and 2 warriors he is the most powerfull of us all. Expect new visits from him...
- Dispite the gold we are NOT outteching the AI (GNP is about equal) :(

Tech wize, should be go... fist to Construction:
a1) Calander => IW => Currency => CoL
a2) Currency => Calander => IW => CoL
b1) IW => Calander => Currency => CoL
b2) Currency => IW => Calander => CoL

When do we want/need to settle A, C and "Golden" cities?
 
With Alex so powerful, and remembering that someone saw a settler in his captiol with woody2, he most likely has a 2nd city up again. He also seems to be the only one with his copper hooked up ATM. We should consiter sending a chariot to him to keep that copper in check.

If hanny is living off of archers, possibly promote the axemen to combat1 and cr 1 respectfuly? or both CR1? We may be able to catch him napping with 1-2 archers and could take his captiol rather quickly, rather than later.

MM needs to wait till we get stacks of cats, and luckly he seems content not to build lots of military till we attack him.

As for at home, a barracks needs to be sooner than later at this point. I'd suggsest Axe, Axe, Barracks, Axe, Axe, Library, while researching calander, IW, currency, CoL. Do we have archery yet? While its not completely nessisary, a few free CG archers at our fringes frees up some more axe's to go a pillaging.

I'm going to suggest also instead, sending 1 chariot to Hanny first, 2nd to MM, and send the bulk of our military offensive south. In my experiences with warlords, alex is a fierce military opponent, and the sooner we kill 1 AI, the less they can trade, and the more we can focus on a single, be it a bit long, front of war. Of course, there is the chance we'll want cats for the attack.

I think i need to inform on my avalibility. I work 3:30pm - 1:30am on monday-thursdays Central standard time. I dont have access to a computer @ work till January, but that is yet to be finalized with me changing jobs @ the new year. I am @ my computer from 2am-5am almost always. I also sometimes read CFC before work for about an hour. I have MSN, AIM and feel free to message me if you need anything @ anytime. I'll get the messages when i can. MSN:timmygdatsme@hotmail.com AIM: timmygdatsme3
 
I am unable to find the Autolog, which is created by the HOFMOD.

The default folder is 'your_documents'/My Games/Warlords/AutoLog


VI Good news
No new Archer is whipped :), warrior dead = Sparta OURS :ar15: :run: :bounce: :thanx:
Thank you very much Alexander

:goodjob:


VII Verry bad news
The skirmisher continued to Horico and attacks our Warriors there. 85% in his favour, the warrior gets a good bite into him.

VIII GREAT news
Our warrior holds at slightly favourable odds for him. Horico remains ours.

:faint: 50%/50% :eek:
RNG in our favor this time :crazyeye:

Do you remember this:
Sounds good for taking Sparta, but it leaves London and Horico 'undefended', should there be some barb/AIs showing up from the stone-area ... MM, for example :(
1 Axe or 2 promoted Archers/Chariots would be deadly
Luckily, I forgot to mention the skirmishers :)


3 of the Axemen are in Sparta (rename it or keep it?)

My vote goes to 'Keep Sparta, in honor of Alex, who helped us build a city in the perfect spot' :lol:


We can (I think) take 2 and go visit Hannibal or MM both are overdue for a visit/pillage party (VPP).
I have not yet promoted the Axemen so they can be promoted when the need arises.
1 Axeman is heading for Horico, I dont want another scary situation with a Skirmisher or something up there. But that may not happen now that Horico is going to start building things itself.

I completely agree on the Axeman heading back to Horico!

The other 2 Axes: what about splitting them, and check out what resources Hannibal AND Mansa have access to?

I don't like that for now, we only know of this 1 Copper and 1 Horses for Hannibal. I'm sure they have more resources than that! :(
And if we can keep the Axes inside the forests, there shouldn't be any great danger ...


With Alex so powerful, and remembering that someone saw a settler in his captiol with woody2, he most likely has a 2nd city up again...

He has a new city, about 5S of Sparta ...


As for at home, a barracks needs to be sooner than later at this point. I'd suggsest Axe, Axe, Barracks, Axe, Axe, Library, while researching calander, IW, currency, CoL. Do we have archery yet? While its not completely nessisary, a few free CG archers at our fringes frees up some more axe's to go a pillaging.

Hmmm. I would like to have promoted units sooner rather than later; but in this case, that's 'only' 2 Axes concerned.
On the other hand, building the library first will give us 4:gold:/turn more, and I think that's more important than 2 promoted Axes


... I have MSN, AIM and feel free to message me if you need anything @ anytime. I'll get the messages when i can. MSN:timmygdatsme@hotmail.com AIM: timmygdatsme3

I tried to contact you on MSN. Hope it worked ... if not, you could PM me ...
 
Techs: I'd chose a1, assuming you mean after construction. The IW gets swords as well as jungle clearing.

Also, one of those workers needs to work his way to our newest city, I {heart} Alex, to ready that ivory. A stack of axes/swords/cats/elephants will rule the continent in short order, no?
 
With Alex so powerful, and remembering that someone saw a settler in his captiol with woody2, he most likely has a 2nd city up again. He also seems to be the only one with his copper hooked up ATM. We should consiter sending a chariot to him to keep that copper in check.
Yes he has, I just looked at the cultural overlay. A new city south of Sparta on the plains hill. Allready spotted by CfL

If hanny is living off of archers, possibly promote the axemen to combat1 and cr 1 respectfuly? or both CR1? We may be able to catch him napping with 1-2 archers and could take his captiol rather quickly, rather than later.
I dont think we can take his capitol, remember he is buddist => 40% culture if not more. It is better odds than vs skirmishers, but... I dont like em.

As for at home, a barracks needs to be sooner than later at this point. I'd suggsest Axe, Axe, Barracks, Axe, Axe, Library, while researching calander, IW, currency, CoL. Do we have archery yet? While its not completely nessisary, a few free CG archers at our fringes frees up some more axe's to go a pillaging.
I think the protective trait will shine most with Riffles :)
I would re-suggest rotating in a spear or 2 for the pillage stack(s) IF Hannibal has hooked up horses (likely by now) we might run into unwelcome Chariots.

We are currently running 2.94 of city maintenance cost. With Sparta, that will likely run up to 6. Masonry (6) => Construction (35), lets make that an even 40 turns.
With the Library in London we could safe ourselves 8-10 turns of research time. Calander and currency each are 40 turns also, we need that Library ASAP IMHO.

Axe (3), Spear (3), Library (9)
In 17 turns we can have the Library (less if we include the chop)
To research Masonry => Construction at (guesstimated) -10GPT at 100% research we are going to need a whopping 400 gold. MAYBE we make 20 GPT at 0%, which means we have 20 turns till we need the library.

Axe/Spear (A/S), A/S , Barracks (6), A/S, A/S, Library (10)
Each A/S is 52 hammers, 4*52 = 208.
Barracks 75, Library 135. 208+75+135 - 44 (chop) = 374 / 16hpt = 23 turns + 6 hammers, which we get from the mined hill which is now a forrest.
I guess we can do this, as we need to save up money for some 20 turns untill we can research Construction fully anyway.
Research Mathmatics (tweak the Research at the last turn) => Kill Research! Yes KILL RESEARCH Delaying it for now, but ultimatly speeding up :)
Builds: A/S, A/S, Barracks, A/S, A/S, Library

I think we need one Spear and one Axe to be a bit more secure on defence/VPP.


I'm going to suggest also instead, sending 1 chariot to Hanny first, 2nd to MM, and send the bulk of our military offensive south. In my experiences with warlords, alex is a fierce military opponent, and the sooner we kill 1 AI, the less they can trade, and the more we can focus on a single, be it a bit long, front of war. Of course, there is the chance we'll want cats for the attack.
It will be a while before they can trade, but in general I agree with you.

CfL said:
The default folder is 'your_documents'/My Games/Warlords/AutoLog
Found it, added it to my log.

The other 2 Axes: what about splitting them, and check out what resources Hannibal AND Mansa have access to?
No! for now we know Hannibal has 2 resources, copper and Horses. We need to remove them ASAP or face Chariots and/or Axemen soon.
IF he has any other, we deal with that when the time comes. i.e. there are horses between Hannibal and Alex.... we need to look at that.
Going in with anything less than a pair of Axemen or Axe/Spear combo will result in falure (in my experience) the AI will sacrifice one Archer and kill you with the second. Where as a pair can usually roame around much more freely.
Offcourse the perfect VPP -for now- is Axe/Spear/Chariot but... beggers cannot be choosers...
I promose beelining 2 Axemen to that Copper/Horse in his capitol and removing it. Any production he would have going to Axemen / Chariots would go awaste untill such time he can reconnect them.

Moreso, and I know this is a modded map, we can allready see 4 horses and 3 copper. I am more worried about the Iron we cannot see :(

ChrisFromLux said:
Hmmm. I would like to have promoted units sooner rather than later; but in this case, that's 'only' 2 Axes concerned.
On the other hand, building the library first will give us 4:gold:/turn more, and I think that's more important than 2 promoted Axes
I agree with the promotions, if we feel secure enough with Horico building 2 Chariots in the mean time we could do Barracks first followed by (atleast 1 Spear) but 4 times A/S followed by Library, as per my calcs above.

It is very important I think to make sure the chop of the forrest in Horico is delayed untill Maths is in. This gives us 15 bonus hammers for delaying the chop one turn. At size 2 Horico can work the Cows and Horses for 8hpt.
37/8 = 5 turns. + one Chariot for free with the Chop. So in 6 or 7 turns we should have 2 Chariots to add to our army :)
This might allow London to insert the Barracks and start building promotable units :D

Two minor correction tho Chris, it is (or will be) 5 not 4 and it is :science:, not :gold:
 
We are currently running 2.94 of city maintenance cost. With Sparta, that will likely run up to 6. Masonry (6) => Construction (35), lets make that an even 40 turns.
With the Library in London we could safe ourselves 8-10 turns of research time. Calander and currency each are 40 turns also, we need that Library ASAP IMHO.

Axe (3), Spear (3), Library (9)
In 17 turns we can have the Library (less if we include the chop)
To research Masonry => Construction at (guesstimated) -10GPT at 100% research we are going to need a whopping 400 gold. MAYBE we make 20 GPT at 0%, which means we have 20 turns till we need the library.

Axe/Spear (A/S), A/S , Barracks (6), A/S, A/S, Library (10)
Each A/S is 52 hammers, 4*52 = 208.
Barracks 75, Library 135. 208+75+135 - 44 (chop) = 374 / 16hpt = 23 turns + 6 hammers, which we get from the mined hill which is now a forrest.
I guess we can do this, as we need to save up money for some 20 turns untill we can research Construction fully anyway.
Research Mathmatics (tweak the Research at the last turn) => Kill Research! Yes KILL RESEARCH Delaying it for now, but ultimatly speeding up :)
Builds: A/S, A/S, Barracks, A/S, A/S, Library

Hmmm, nice idea!

But as I have never thought about that before, I've done some calculations (though, no access to Civ for the moment), and we have to make sure to run 100%:science: for at least 37 turns :eek: to gain something ...

I supposed our commerce being 20:commerce:/turn:
Option1; continue researching at 70%:science: / 30%:gold:
- 17 turns (to finish the library) * 14:science: = 238:science:
- 39 turns (library done: +25%) * 17:science: = 663:science:
Total: 901:science: after 56 turns

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 ...
I haven't considered any variations of commerce or maintenance costs, or money gained for conquering/razing cities, because these would have an effect on both options.

On the other hand, we haven't finished Mathematics yet (but I don't know how have many turns we have left on that)!
For option1, we cannot ignore these turns left, because the library will be done 'earlier' (we have to consider the starting point of option2, which is after researching Math). If it's 3 turns left on Mathematics, that will be 14 turns * 14:science: and 42 turns * 17 :science: ...
But it won't affect option2: we still need those 20 turns for saving money, no matter when the library is finished. We can ignore these turns in the calculations.
Thus, the more turns we have left on Mathematics, the more turns we'll have to turn on 100%:science: for option2 to gain something ...
 
Just in case someone has already read my post above, I've edited it: according to my calculations, it's 37 turns we have to run on 100%:science: and not 57 turns ...
 
and we have to make sure to run 100%:science: for at least 37 turns :eek: to gain something ...
In beakers offcourse you ar right ... BUT... now comes the :gold:

In option 1 your running 30% gold which means we "save" or pay for upkeep 6 GPT. 6*56 = 336 :gold:

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.
I know it is "only" 80 :science:, but it is early science where every beaker counts....
 
In beakers offcourse you ar right ... BUT... now comes the :gold:

In option 1 your running 30% gold which means we "save" or pay for upkeep 6 GPT. 6*56 = 336 :gold:

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.
I know it is "only" 80 :science:, but it is early science where every beaker counts....

OK, agreed!
 
Just a quick Roster (update) :
ArcadicGamer => Up, if you feel UP for it allready
ChrisFromLux => On deck
Mastiff_of_Ar => Still having Archer nightmares :)
namliaM => Get got Gotten Sparta

CNWJR => Out of this for a while, Unable to load the save
MaroWaker => Out of this till Januari 18th
So CNWJR, going to retry with Chris' link? Or ?

ArcadicGamer, you up for the chalange... Or?
 
Okay, let me see if I have the general idea on this. After Math we're shutting down research to save gold, because once we have enough gold to run at 100%, it's quicker... or the same speed with left over beakers.

That about right? (it's been a LOT of years since advanced physics and functions... :mischief: )

Just one minor thing I don't see mentioned. Did we research masonry yet? We'll need that for construction.
 
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