SGOTM 06 - Xteam

The barb city on the hill could be razed for a few gold if we need it. However, it's got 3 dye and 2 spices in its borders, so it could be caputred and eventually pay for itself with plantations. Usually, I'd cottage some, but hopefully, the game won't last long enough for the cottages to mature and the plantations would be a faster source of gold.
 
I'm dedicated. I've only looked at this thread and the summary thread. My question was about a strategy or technique and not about the game itself. But, I'll ask that question in a more appropriate thread. For now, I'll just follow the game as it unfolds. No more posts. Sorry for the interruption.

I have no problem with you being a dedicated lurker in our thread if others don't.

If your question was about the "gold chopping" technique, it would be better if you asked about it here rather than starting a new thread somewhere that other teams might see. I'm hoping that other teams don't figure out this strategy (although it is for all to see in the War Academy). It's explained here: http://forums.civfanatics.com/showthread.php?t=218272
 
I have no problem with you being a dedicated lurker in our thread if others don't.

If your question was about the "gold chopping" technique, it would be better if you asked about it here rather than starting a new thread somewhere that other teams might see. I'm hoping that other teams don't figure out this strategy (although it is for all to see in the War Academy). It's explained here: http://forums.civfanatics.com/showthread.php?t=218272

Got it in one. I didn't ask anywhere else after some thought. I figured the same thing as you. So I dug around and found the same article. Then I came back here.

Anyway, back into the shadows.
 
JT, the save file is asking us to select the next tech before we can scan the map or cycle the cities. This isn't the autosave from the beginning of the turn by chance?

EDIT: It shows Hannibal at 0 points, so it shouldn't be the autosave.
 
:clap: Nice work JT!! :woohoo:

Looks like you made your appropriate sacrifices at the RNG altar as well... :mischief:

Updated Roster:
Leif - UP
Gator - On Deck
ShannonCT
Frederiksberg
rrau
Cactus Pete
Jimmy Thunder
- just played! :rockon:


I'd like to see JT's after action comments, then I'll start working on a plan. :D
 
Well played, JT.

Hope we can avoid building axes to fight barbs. Other units usually have more long-term efficacy.

In deciding on the desirability of Organized Religion, the 25% hammer boost on buildings in religious cities might tip the balance.

Glad to see you able to participate, Gator. Hope your zygapophyses are now perfectly and permanently in alignment.
 
My Gator eyes have spied something very interesting. Check this out.





If you look real hard at the screen you can actually see the traditional Indian purple color at the 3 corners highlighted in the Globe View. I'm not sure we can reach with a single border expansion from the Cow Island but 2 borders will do. But it atleast lets us know where one AI resides.
 
The Forest Spice tile west of London would work also and probably better than the Cow Island. Free monument from Stonehenge and then could we use some artists as we are doing with the GS cities for the 2nd expansion? May not even need Astronomy at this point.
 
The Forest Spice tile west of London would work also and probably better than the Cow Island. Free monument from Stonehenge and then could we use some artists as we are doing with the GS cities for the 2nd expansion? May not even need Astronomy at this point.
Nice catch Gator!! Looks like we have some discussing to do! :goodjob:

Those Gator eyes are still as sharp as ever!! :scan:

EDIT - Not sure if Cow Island is better or Spice Point?? Cow Island looks closer?
 
All 3 tiles, the Forest Spice, the forest, and Cow Island have the same coastal tile and then ocean tile setup when you go 2 SW from any of them. Which is why it doesn't fit in the fat cross of the 1st cultural expansion.

Free monument is +1 cpt. Temple cost 80 hammers (at normal speed) for +1cpt, so artists may be better then temple.

If city is built on the regular forest tile (not the spice) it can grab the fish, cow, spices and even use the banana from London to speed the initial growth.

Glad to see you able to participate, Gator. Hope your zygapophyses are now perfectly and permanently in alignment.

I hope they are too. I have a brand new metal plate spanning 4 vertebraes so it well be pretty hard for them to get out of place. :lol:
 
If city is built on the regular forest tile (not the spice) it can grab the fish, cow, spices and even use the banana from London to speed the initial growth.
:hmm: That means Calender next to provide enough food to support Artists in the new city, we could have it in 8 turns. Then Construction for Cats and War Elephants.

Meanwhile, Ironsite should get a Galley built to send a worker to Cow Island for a Pasture? Then recon. :D
 
Please let us know when you are ready to :hammer:

I'm probably as ready mentally as I'll be. I just have to limit my session time to about an hour or so and then take a break. But over the course of a normal 2 day play time I'm sure I'll be okay. So either slip me in after you or between SCT and Fred (so they can fix my mistakes). Besides I can always blame bad play on the meds :p
 
I'm probably as ready mentally as I'll be. I just have to limit my session time to about an hour or so and then take a break. But over the course of a normal 2 day play time I'm sure I'll be okay. So either slip me in after you or between SCT and Fred (so they can fix my mistakes). Besides I can always blame bad play on the meds :p
Roster updated above. :D
 
If you look real hard at the screen you can actually see the traditional Indian purple color at the 3 corners highlighted in the Globe View. I'm not sure we can reach with a single border expansion from the Cow Island but 2 borders will do. But it atleast lets us know where one AI resides.

That's a nice trick. I still can't see any purple in regular view but it's clearly there in global view. The question is, can we really build a culture bridge city? Here's a close up:
Spoiler :
SG6-18.JPG


It doesn't look like the fat cross of a city on cow island would touch any of the purple tiles that we can see. There might be more purple tiles (where I've drawn the question marks) that don't show up because they're not on the corners. If there aren't purple tiles at either of those question marks, then I don't think a second border expansion would do any good, because borders only expand once into the ocean. All three water tiles next to the purple tiles are ocean.

In any case, we should proabably put York's settler on cow island. It will get its first border expansion 3 turns later and we'll know if we have a culture bridge or not. York can switch to working cows and have the settler in 10 turns. A galley can come from Athens or Ironsite by chopping a spare forest. Great Scientist plans can continue for the time being and we could research Construction before Calendar so that we can start building cats and elephants if we do have a culture bridge.
 
I think that Gator's idea of building the city on the peninsula may be a valid one as well. It gets us just as close in terms of cultural expansion and will be a more useful city site. By working food tiles such as the Cow and Banana, we can support enough Artists to get the second cultural expansion quicker and then use that as our bridge. I added to your screenie:

355BC_Bridge_City.jpg


Having slept on it a bit, I also agree that we should continue with our plans for now concerning Astronomy. Bridging one gap, if we can accomplish that, doesn't mean that there won't be another. :rolleyes:
 
I think that Gator's idea of building the city on the peninsula may be a valid one as well. It gets us just as close in terms of cultural expansion and will be a more useful city site. By working food tiles such as the Cow and Banana, we can support enough Artists to get the second cultural expansion quicker and then use that as our bridge.

I'm not sure that a city on the peninsula would do any good. Borders only expand once into the ocean right? So a second border expansion at that site on the peninsula wouldn't reach out to touch those two purple tiles. I think the only hope for a culture bridge here is if one of the two tiles I marked with "?" are actually Indian as well. Does anyone know whether those tiles would show up as Indian on the global view if they were indeed Indian, or do only tiles on the corners show up?
 
I'm not sure that a city on the peninsula would do any good. Borders only expand once into the ocean right?
:eek: You've got me?? Guess I need to do a quick play test of this to see what happens... :hmm:

EDIT - You're right Shannon, no expansion into the second ocean tile. I went into WorldBuilder and added a city and then set its culture to 150.

Border_Expansion_Test.jpg
 
Does anyone know whether those tiles would show up as Indian on the global view if they were indeed Indian, or do only tiles on the corners show up?

I've done the same thing with fog over land. As long as the corner is exposed the Globe View will show the location. I play with the options set to High Graphics Level, High Globe Level and High Detailed Terrain. My in-game screen resolution is currently at 1680x1050 and I can see the purple corner when I zoom in tight. I tried to take a screenie while zoomed in tight but it is not very useful.

I'm not sure how far expansions reach into the ocean, but I can look at a few save files I have on my machine. I should have a prior domination game where I was planting coastal cities. Be back soon.
 
"Bridging one gap, if we can accomplish that, doesn't mean that there won't be another."

Yes, India may only have been able to settle the city that Gator has identified after, say, Delhi expanded. Criticize this reasoning: If the new Indian city that we've just discovered is not on the western-most tile of a possible separate land mass, then we would probably have to raze it, construct a new city to the extreme west, and expand it in order to proceed further west.

Do I interpret correctly that a peninsula city would only access the upper ?, while a cow city would access both. It could be argued that the probability of the southern ? being land is twice that of the northern ?, as it is adjacent to two identified land tiles, rather than just one.

Gator, have you used your high-resolution technique to investigate our entire perimeter?

Where are we now on land tiles identified vs. tiles needed for Domination?
 
I'm not sure that a city on the peninsula would do any good. Borders only expand once into the ocean right? So a second border expansion at that site on the peninsula wouldn't reach out to touch those two purple tiles. I think the only hope for a culture bridge here is if one of the two tiles I marked with "?" are actually Indian as well. Does anyone know whether those tiles would show up as Indian on the global view if they were indeed Indian, or do only tiles on the corners show up?


EDIT - You're right Shannon, no expansion into the second ocean tile. I went into WorldBuilder and added a city and then set its culture to 150.

You're still right. I went 1 step further and added Egypt and their border to match hoping that the 2 borders might attract each other and allow crossing. I also used what I assume to be a four tile crossing (coast, ocean, ocean, coast) based on the ocean tile showing us no commerce. So the border corners that are appearing from under the fog should be sitting on ocean tiles as well. This is exactly how the Worldbuilder displayed them. BTW, I gave the Cow Island enough culture for 3 expansions and still no additional help with the borders. I also tried the city on the forest location with the same results.

 
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