SGOTM 08 - Trash Team

Good war, Shaka looks a lot smaller.

Not sure if we should raise Nomamba, Joao will not be shy in settling there and we need a couple more cities. We have plenty of workers and can cottage those graslands quickly.
Island Marble city will be the settler out of Capital?
What are peoples thoughts on Forbidden Palace and location of it?
Ulundi should be our GP farm. Build the Nat Epic soon, marble will help. We could delay if we wanted the GLib here too, build GL first then Epic. I think we have the time.
Cottage should run scientists and work as many cottages as possible, Captial should build lighthouse after settler, then run a scientist or 2 dpendant on where we build GL.

After healing we should take Nomb, then the other city on our continet. We have 3 galleys, maybe consider taking shakas last city on the northern island. Leaving him with one city is not worth the penalties.
 
Difficult to understand what happened exactly without a report.
I wish I can post the same details as you do (the ones that are given when you submit the save) but mine are in french :( (I did play that turnset on a french version).
Only 10 turns occured, including one anarchy turn, main events were the war (lost few cats on first city and 1 jumbo on second) and the fall of 2 zulu cities ;)

I think we should settle the north part of the continent otherwise shaka will settle back there.
 
I wish I can post the same details as you do (the ones that are given when you submit the save) but mine are in french :( (I did play that turnset on a french version).
Only 10 turns occured, including one anarchy turn, main events were the war (lost few cats on first city and 1 jumbo on second) and the fall of 2 zulu cities ;)

I think we should settle the north part of the continent otherwise shaka will settle back there.

Have you tried the translator http://babelfish.yahoo.com/ and see if that'll make it english?

I looked at the save and I think we keep Nomamba, it would make a good blocker from Joao. Should there be some more settlers for the south, maybe some barb sites will be good. Also, when to go after Joao? Looks good so far.
 
Roster (10 turns per turnset)
-Pigswill
-cripp7
-Remconius
-ese-aSH
-Stuge (UP)
-KingMorgan (on deck)
-chopster
-jadex (unavailable)
-Blastoidstalker (AWOL)
 
Bwuh? I'm up? And here I was wondering why nobody has posted a PPP yet. :lol:

So got it and PPP coming tonight.
 
So got it and PPP coming tonight.

Make that tonight. (Sorry. :blush:)

War: I think we should keep going until army runs out of steam or WW gets too painful, razing Nobamba and the city down south. There's a barb city to the south that I'd like to keep, too.

Tech: Finish literature in six turns and then go full steam for currency. In those six turns Ulundi will have finished a galley, a courthouse and a library and will be ready to go for the GL.

We've got a couple of GPs hanging around. I'd settle the GG in Boot Camp and build an academy in Trash House with the GS.

Settler from cap goes to marble island and settles on the plains tile.

Question: Do we want to go for the Shwegadon paya? It'd take eleven turns.
It's nice to have all the religion civics without the dead-end research. Although we might need those techs to really control the wonders.

Does anyone know if the wonders are added to your score only after you have the necessary tech?
 
I'd like to keep Nobabama, to block Joao.
Ulundi is shakas ex-capital for the GL? Future GP farm?

Shwe Paya, in Trash House? I'd say yes.

Not sure how you could build wonders without the necessary tech? Or do you mean captured wonders?
 
Friendship with Jo is looking a distinct possibility which sorts out tech trading.

Kill Shaka. I don't really like the position of any of Shaka's cities: raze the lot. Even the barb city doesn't look perfect (though it does save on a settler).

I'm pretty sure you get the benefits of wonders without the tech (at least I've captured a few wonders in offline games and never noticed a wonder not working).
 
Well, if there are no more comments I'll play tomorrow morning.
 
Finally time for a report.

Domestic: Not much. Trash House started the SP, Ulundi started the GL. The marble island was settled. Workers built mostly cottages. Chopping is starting around Ulundi. The GS built an acasemy in TH, the GG is still sleeping.
Techs researched: Literature & agriculture. (In 800 AD. :lol:)

Foreign: Nobamba was captured with the loss of one cat. It keeps Joao from expanding more, the BFC is mostly grassland and it has coastal access, so it can't suck completely. The army is now heading south.

I traded copper to Joao for wine. Renegotiate that deal when something better becomes available, like some gpt. I also redirected our EPs towards Portugal.

Where to go from here: We need to keep expanding. I marked down some tentative city sites. Have a look and tell me what you think.

Civ4ScreenShot0008.jpg


Settling this city ASAP is very important. We don't want Joao to claim that copper because it's our only trading item with him. I've quequed a setter in Trash Ranch after the granary finishing next turn.

Hand in hand with expansion comes the economy. Keep the cities growing, work cottages, hire scientists and merchants, switch to OR when SP completes, you know the drill.

And trotting behind comes their firstborn, research. We can infer from the diplo screen that Joao has currency and monarchy. We want those techs too, but he won't be willing to trade them even if we got alpha. So we'll just have to research them ourselves and then shoot for liberalism via CS.

Hunting down Shaka while doing all this is a bonus. ;)

And do go check out this goody hut, the galley has an axe on board.

Civ4ScreenShot0009.jpg


SAVE
 
Right my pre-PPP.

Army to last continetal Shaka city, 4 turns. Rase it. Move remaining army to take and keep Samaritan. Need to block Joao, we are only just equal in land size, there is another AI with double our land, if you believe the demographics screen.

Undi will need to have some forest chopped when marble is connected in 2 turns, it will become unhappy next turn, will queue up Nat Epic if GL completes.

Holy Boot camp will build axes for defense. Or settlers if we want to expand

Probably research Civil Service next, although we need to think about vertical expansion, so maybe head monarchy. Hopefully though we can trade it off Joao.

Once you post some comments i'll post another plan.
 
800ad seems a bit late for Glib so need to speed it up a bit imo. Getting alphabet will be useful to see what Jo's got, maybe even consider extorting some techs from Shaka so he can survive a few turns longer.
We seem to be expanding ok. Maybe focus down south, get barb city and southern marble city next and then backfill eastern islands.
 
I doubt the usefulness of alpha. Unless Joao is in contact with a civ we can't see, he won't trade techs. I think he'd have alpha by now, if he'd met another civ.
 
we are already turn 150, victory seems a long way ahead :o

It seems theres a super power AI that will cause us much trouble, remember we must not only win but control the world wonders.
We have to decide when to get control over top world cities (the one hosting some wonders) : with rifles ? infanteries ? tanks ?
We have to scoot oceans to know our ennemies best, and I still think that bringing Joao friendly and use him as an ally until the very end of the game (when we will need to take his wonders cities) is a good solution.
 
We have to scoot oceans to know our ennemies best, and I still think that bringing Joao friendly and use him as an ally until the very end of the game (when we will need to take his wonders cities) is a good solution.

Yep, astro from liberalism would be a hoot. If we can claim the available land, we'll have enough prod for intercontinental invasions, IMO.
 
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