SGOTM 06 - Trash Team

I see I'm up but I won't post a Got It until I can download from an 'official' save. I'll post more comments when I've studied the save.
 
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Not sure if this is due to my initial "official lurker" status or not.

I'll pm AlanH to try and get this sorted.
 
Nottingham needs another defensive unit 1N to close the Maginot line. Then we can take the barb city to close the perimeter.
I think taking the barb city would be a mistake. It's a nuisance up there, but this being an AW game we ideally want to be socking it to the AI ASAP, rather than marching our troops several turns in the wrong direction. At the moment the barb city is only really making working the spices an issue, which isn't a big deal pre-calendar.

Under serfdom, workers operate as they do on normal speed. That means we need 4 when we want to go to war: 2 combat engineers (can build a road in 1 turn) and 2 to stay back at the ranch and improve our cities (due to relatively low food surpluses they'll have time to add one improvement to each before growing).

Due to the low health cap we've currently got, I'd suggest that York (no rax) builds these two workers at size 4 while London concentrates on longbow spam. Nottingham should chop a rax and a chariot once the monument's done, to provide us with a medic for the war. It can then join in with the longbow spam. Due to our technological superiority, we probably only need 5-6 longbows before we go on the rampage against one opponent.

==========

EDIT:
I went back to one of the 1900BC save (590 turns to go), so it looks like 1780BC would leave 586 turns to go; at 610BC (the current date) we've got 534 left. No GP have been born yet according to the log, which means Alex is due a GE in 23 turns. He's already got 52 turns of 100%GE points so hopefully we're not too far from having something shiny to steal from him (hopefully the pyramids).
 
AlanH has very kindly resolved things for us (I forgot to notify him of my change from official lurker to active player status).

The "official" save can now be downloaded here.

Log: (note Hannibal revolting to HR, which I missed whilst playing - Warlords AI prioritizes this heavily for big cities)
Spoiler :
Turn 108, 880 BC: You have discovered Feudalism!
Turn 108, 880 BC: The revolution has begun!!!
Turn 108, 880 BC: Churchill adopts Hereditary Rule!
Turn 108, 880 BC: Churchill adopts Vassalage!
Turn 108, 880 BC: Churchill adopts Serfdom!

Turn 110, 850 BC: The anarchy is over! Your government is re-established.

Turn 113, 805 BC: You have discovered Masonry!

Turn 114, 790 BC: Mansa Musa converts to Judaism!

Turn 117, 745 BC: Hannibal converts to Judaism!

Turn 121, 685 BC: Barbarian's Warrior (2.00) vs Churchill's Archer (5.10)
Turn 121, 685 BC: Combat Odds: 0.0%
Turn 121, 685 BC: (Barbarian Combat: +5%)
Turn 121, 685 BC: (Plot Defense: +25%)
Turn 121, 685 BC: (Fortify: +15%)
Turn 121, 685 BC: (Hills: +25%)
Turn 121, 685 BC: Barbarian's Warrior is hit for 31 (69/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 31 (38/100HP)
Turn 121, 685 BC: Churchill's Archer is hit for 12 (88/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 31 (7/100HP)
Turn 121, 685 BC: Churchill's Archer is hit for 12 (76/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 31 (0/100HP)
Turn 121, 685 BC: Churchill's Archer has defeated Barbarian's Warrior!

Turn 122, 670 BC: Stonehenge has been built in a far away land!

Turn 124, 640 BC: Hannibal adopts Hereditary Rule!

Turn 125, 625 BC: You have discovered Iron Working!

Turn 126, 610 BC: Nottingham has been founded.
Turn 126, 610 BC: Clearing a Forest has created 30 ? for Nottingham.
 
Got it.

In the short term building a stackette of longbows and ploughing towards Athens seems like a good plan: once we've got the Great Wall we can forget about barbarians which leaves us free to raze.

In the longer term we need to think about research. One of the problems with Always War is no tech trading and the emphasis on hammers to build armies. It would be useful to have ourselves a specialist research city (cottages, academy, settled GS) and let everywhere else focus on unit spam. We don't really have a good candidate for a science city at the moment however so that needs thinking about.

Tech path ain't too obvious either. We can probably forget liberalism but rifles might be needed by the end of the game. In the medium term calendar, currency, construction and CoL are all worthwhile objectives. Not sure if we need naval techs, have to wait to finish initial exploration for that.
 
Sounds like a plan!

If we do need Astronomy, we might need to change tactic in the future and dedicate more resources to science, ideally we'd set up a GP farm or two, like you say. Probably faster than trying to grow cottages. Until then I think CoL is the best option.
 
Here you go. The screenie
 

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Some 'chime in' impressions;

(1.) Why are we promoting our Longbows so early? The Guerilla II promoted Longbow now has less odds of taking Thebes than if we'd gone with an alternative such as Combat II.

(2.) I assume that we'd take Judaism if it enters our empire despite the Anarchy and lack of Meditation.

(3.) I agree that we need a science centre, and 1S of Thebes on the face of it doesn't look too bad provided we make good headway against Greece. All that jungle between Mali and ourselves looks ripe, but I'm almost inclined to suggest that we should let Mansa do the hard yards with it, and swoop in later.

(4.) The Plains Hill near York needs a Mine - I'd take the Worker who just did the chop and send them there. I'd then get them to put a Mine on the Jungle Hill 2S of central London.

(5.) Another 'vote' for giving York the Cows.

(6.) If it were my game, I'd attack and raze Thebes with the Longbow and Archer. We could do with the cash and I'd rather not have Alex begin to use it as a launching point.

(7.) Another 'vote' for leaving the Barbarian city for the immediate turnset - but I'd take it out once we've got a SoD of three or four Longbows for the XPs. 'Yes' they will be out of position, but I think that it will pay off.

(8.) Agree with Stuge - I'd like to support CoL as a priority ... distance maintenance is going to hurt if we start holding capital cities. I am assuming that we want a medium sized empire and aren't going to raze everything???!!!

Best of luck! :)
 
(1.) Why are we promoting our Longbows so early? The Guerilla II promoted Longbow now has less odds of taking Thebes than if we'd gone with an alternative such as Combat II.
I promoted him as a plug rather than thinking offensively. In retrospect I probably should have waited, but he'll make a good scout down the line.
(2.) I assume that we'd take Judaism if it enters our empire despite the Anarchy and lack of Meditation.
There's no point taking a religion until we've got a useful civic available (eg Theocracy). With HR and gold, we're not short of happy (it's health our cities will be needing) and in an AW game it's not going to win us any friends.
(3.) I agree that we need a science centre, and 1S of Thebes on the face of it doesn't look too bad provided we make good headway against Greece. All that jungle between Mali and ourselves looks ripe, but I'm almost inclined to suggest that we should let Mansa do the hard yards with it, and swoop in later.
With Skirmishers, Mansa's certainly the toughest nut to crack early in the game. Based on our workboat scouting, he seems to be spreading south and east, rather than west though; it may take a long time before the AI starts to clear away those jungles.

In terms of a science city, I'd be inclined to take a punt on Alex popping a GE and using it to build the pyramids. We can then set up a high food SE scientist farm to do our research for us and tank the slider on overexpansion. The earlier we make inroads into the AIs, the better.
(4.) The Plains Hill near York needs a Mine - I'd take the Worker who just did the chop and send them there. I'd then get them to put a Mine on the Jungle Hill 2S of central London.

(5.) Another 'vote' for giving York the Cows.
I've got no problem with York getting the cows, but...

If York gets the cows, London stagnates so there's no urgency giving it another mine that it wouldn't work until size 8. York will also be size 5 before it wants to stagnate working the plains hill mine, so we don't need to dash to get that built either. In the immediate future, I think our workers would be better off clear-cutting the forests round Nottingham and/or roading from London to Thebes.
(6.) If it were my game, I'd attack Thebes with the Longbow and Archer. We could do with the cash and I'd rather not have Alex begin to use it as a launching point.
If we wait 3 turns, we'll be able to use the next Longbow off the production line in London for this, giving us better odds of victory, which will make up for my promotion slip up earlier.
 
I wouldn't switch to any religion, except if all or almost all our city have the same one.
Why?
because we're not creative and some free culture from various religions could save us a few artist turns ;).

When I look on the screenie above, I'm very confident that we won't need astronomy. What do you guys think?
 
If we dont need Astronomy, we dont need a science city and can crash on with Longbows. We can capture a few good production cities and continue to build longbows. We'll need 2-3 ferry-galleys to reach more land.

Looking ahead towards a victory condition:
Domination - Currently we can see about 400 tiles of land. This about half of what we need. To the south is another ~100 tiles and potentially more. From the tiles to the east we'd need to reach another 250-300 tiles.
This strategy involves crashing on with longbows and towards the end building loads of settlers for landgrabbing.

Conquest - An easier strategy, but this involves being able to reach all cities. Going rampaging and finding out one civ is remote would not be ideal.

Exploration
To find out more, let's have the western explorer discover the island to the south (hope it doesnt get stuck on the ice). The eastern explorerboat can stop going south and check out the islands to the east to see if we can reach enough tiles or all civs (3 more?)

Science
If we dont need astronomy it would be beneficial to get engineering (road movement), and rifling for redcoats.
 
I'm really bad (never really tried to be honest) at tile counting, so I just assume your counting is right.

With 300 tiles are missing for domination, my initial impression of "no astro needed" feels totally wrong now.
I guess we need more exploration. Another WB now may be kind of suicidal though.
I should have done it in my turnset :(.
 
I've got no problem with York getting the cows, but...

If York gets the cows, London stagnates so there's no urgency giving it another mine that it wouldn't work until size 8. York will also be size 5 before it wants to stagnate working the plains hill mine, so we don't need to dash to get that built either. In the immediate future, I think our workers would be better off clear-cutting the forests round Nottingham and/or roading from London to Thebes.
If we wait 3 turns, we'll be able to use the next Longbow off the production line in London for this, giving us better odds of victory, which will make up for my promotion slip up earlier.

York therefore gets the Cows. :)

With York's next citizen on the Farm, it will take about 21-ish turns I think before the two unused Hills can finally be worked if my mental maths is right - so I think that your point about no need for rushing it is valid, but I'd hate to have York grow and not leverage the Plains Hill.

Barracks for Nottingham next I'm assuming?

I wouldn't switch to any religion, except if all or almost all our city have the same one.
Why?
because we're not creative and some free culture from various religions could save us a few artist turns ;).

Well, I think it's a good point, but do we want to spread a religion if we get one and pursue Meditation and spend effort on Missionaries etc.?

When I look on the screenie above, I'm very confident that we won't need astronomy. What do you guys think?

Why so confident Kemo Sabe? :cowboy:

[Edit] Cross post! [/Edit]
 
Well, I think it's a good point, but do we want to spread a religion if we get one and pursue Meditation and spend effort on Missionaries etc.
no
One less thing to care about can only help us.
Why so confident Kemo Sabe? :cowboy:
ho's that guy?:confused:

My impression was linked to the fact that on a nearby land mass there is some puprle culture (visible in the screenie of my turnset) and that some other landass (island probably) is reachable from the north, then another one from the east. This makes me think it's probably doable to reach the landmasses through island hoping.
But this was before remco's tile counting.
I'm not so confident anymore.
 
Better get round to playing before the thread is completely overrun by spam.

Grow York with cows (but we also need more workers).

Stagnate London and build longbows.

Grow Hastings.

Stomp Thebes, maybe borrow a couple of archers to help out.

Head for CoL.
 
Better get round to playing before the thread is completely overrun by spam.

Grow York with cows (but we also need more workers).

Stagnate London and build longbows.

Grow Hastings.

Stomp Thebes, maybe borrow a couple of archers to help out.

Head for CoL.

And we wish you godspeed1 :)
 
Played up to 425bc. Uploaded the save. Got half way through my report when I lost connection to civ fanatics and it disappeared. Too close to New Year to rewrite it tonight but I'll get it done tomorrow. No major surprises.
 
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