SGOTM 08 - Trash Team

Started playing:

1505 (t0).
Fur to Charlie for 14gpt.
PP to Gandhi for gunpowder, map and 230g.
PPand educ to Jo for guilds, philo, eng,map, 60g.
Increase slider to 70%.
Switch research to drama (1 turn).
Whip forge in easter island for Moia.
Swop HBC to Heroic Epic (6t).
We've currently got three confu temples.
Swop Sarmatian to confu temple.
Hit <return>

1510 (t1).
Gandhi starts a golden age.
Gandhi has built the Taj Mahal.
Drama>music(2 turns).
tech trade table:
tt6a0000-2.jpg


Thoughts, comments, ideas?
 
See if Joao will trade banking for gunpowder.

Research music and see if we can get chemistry from Augustus for PP and music.
 
Quick update. 1520. OB with Gus. He wont trade chem for music+PP. Started chem. We ain't going to get 2 prophets that quickly (next GP costs 750, then 900; at 9gpp. Otherwise go straight for scimeth and nerf Glib in 6 turns.
Chuck is annoyed with us, has switched to theocracy and has enough on his hands: could be interesting.
 
Played 10 turns up to 1550. Had a ctd in 1525, pm'ed AlanH and awaiting his comments before posting further.
 
Uploaded the save. Pm'ed AlanH.

Here's a summary:

Yasodharapura (south of lots of marble) renamed Cold Iron.
Hariharalaya (east of lots of marble)renamed Reindeer.
Anghor Thom (east of TrashHouse) renamed East End.

Gandhi's built Taj Mahal and had a golden age. Didn't notice any other WWs completed.

Trash House has built Oxford.
Easter Island has built Moia Statues.
Holy Boot Camp's built Heroic Epic.
Triple Food has just started Globe Theatre.

Sarmatian has Confu Academy and 3 priests.
Lots of Marble completes Confu Academy next turn, needs priests allocated.
Ulundi has just had Glib nerfed, still producing 8gppt and will complete a Great Person before prophet pumps.

Research went Drama>music>chem(1turn)>scimeth(just finished).
Tech trades:
Gunpowder to Jo for Banking, map 60g.
PP, Music to Gus for Chem (after 1 turn of research).

Resource Trades:
Sheep to Gus for 14gpt.
Open Borders with Gus.
Marble to Bod for 12gpt

Chuck has enough on his hands, has adopted theocracy and is annoyed with us. He doesn't (yet) have astronomy. I've been moving our caravels and galleys to East End ready for crisis upgrades if required. Built a couple of frigates heading towards East End.

We're getting on ok with other AIs. Jo remains friendly and has just discovered astronomy.

Our military remains crap but we still don't have any land units worth building. Haven't moved any of our troops. I suspect we have a bunch of veteran units that will be worth upgrading once we get the techs and the cash.

tt6d0000.jpg


tt6e0000.jpg


tt6f0000.jpg


The Save:http://gotm.civfanatics.net/saves/civ4sgotm8/Trash_Team_SG008_AD1550_01.CivBeyondSwordSave
 
Looking at the GP story, if we run Pacifism, it will generate a great person at Ulundi in 11 turns, prophet (99%) in holy boot camp (if we run 3 priests) in 30 turns and prophet in Sarmatian after 49 turns. Mercantilism could reduce this further .

Tech path will be steel, Military science, nationalism (hermitage), Military Tradition (West point), economics, corporation (wall street), biology (national park), Medicine (red cross).

Builds Holy Boot camp and Trash house are our biggest sources of income and could do with a bank&grocer. Rest will focus on military production.
 
Its worth checking out if we could trade scimeth for economics and nationalism. Free market would almost certainly be worth adopting because we have a reasonable number of overseas trade routes.
 
Its worth checking out if we could trade scimeth for economics and nationalism. Free market would almost certainly be worth adopting because we have a reasonable number of overseas trade routes.


Good point, maybe get 1-2t research before trades. Science slider is getting real good now, moving right along nicely.
 
I played a few extra turns to get us through Christmas ;)

Summary:
-We are running pacifism and should get a Prophet in 22 turns in HBC and in Sarmatian in 31 turns.
-When our priests are in, we can move to Theocracy.
-Before that we can move to Free market. Unless we want to do a triple civic change and we can save one turn of anarchy.
-We got a great spy which we could add somewhere for science and spy points. Or we could use him for a GA (my preference :))
-New Techs: Nationalism, Economics, Theology, Steel, Constituion, Military Tradition, Replacable Parts. Military Science (in Progress)
-Techs needed: Bio, Med for National Wonders. Steam Power, Assembly line for production. Railroad for movement on land.
-Started running spy points on our enemies to get more info.

Tactical plan :scan: :
Our main sources of income are Trash House, Holy Boot camp, and Cottage City. They should build banks, grocers and martket. Rest should focus on military and navy.
-Trash House: Finishing IW, before mass producing Land units.
-Holy Boot Camp: Building bank, then grocer & customs house for economic boost. Focus tiles on coins.
-Cottage City: Bank and customs house for income. Focus tiles on coins.
-Ulundi: Second main production town with drydock, mass production of ships, later Land units.
-Lots of Marble: Land units Production. Focus tiles on production.
-Wot no marble!: Land units Production. Focus tiles on production.
-Reindeer: Good production town with drydock. Focus on navy.
-Nobama: Land units Production. Focus tiles on production.
-Trash Ranch: Land units Production. Focus tiles on production.
-Easter Island: Land units Production. Focus tiles on production.
-Sarmatian: Land units Production. Focus tiles on production.
-Triple Food: Has globe so can grow large!
-Estruscan: Navy units Production.
-East End: Navy units Production.
-Cold Iron: Land units Production.
Any additional input is welcome of course.

The next turnsets should be focused on building an army and navy and then we need to define our attack plan.

THE SAVE
Cripp is next!

What remains is to wish you all a merry christmas! :D
 
Remember that you get +100% GPP during a golden age (going from 18gppt to 27 gppt), a bit of fiendish calculation could speed up the prophet production and switch civics right at the end of the GA.
 
I started playing my round and I stopped here @t244 to get everybody's input

T0: Jo gift map

T1: Reindeer > frigate
Sarmatiam > Hermitage > cuirassier
TF > missionary to Reindeer

T2: Techs MS > Corp
CC > Longbow
Nobaba > barracks > grenadier
Ulundi > Gallions to gather @ fleet
Charlie switches to State Property

T3: HBC > hires priest
Ghandi starts GA
Charlie/Boody sign DP

T4: Easter Island > SotL
East End > courthouse(maintance @7)
TH > cannon
Ghandi switches to SP

T5: TF > missionary > grocer
LoM > cannon
Joao switches to Emanicipation

T6: Techs Corp > Rifle

T7: DoW from Charlie!

because as we feared Charlie declared war on us, snuck a stack and took East End. I managed to clear out his naval stack losing 1 frigate, but he has another frigate/gallion on the way.
Spoiler :
Civ4ScreenShot0005.jpg


stack
Spoiler :
Civ4ScreenShot0006.jpg


log
Spoiler :

New Log Entries
----------------------------------------------------------------------------
Turn 237/500 (1635 AD) [28-Dec-2008 13:09:50]
Ulundi finishes: Confucian Academy
A Village was built near Trash Ranch
Triple Food grows: 14
Triple Food finishes: Confucian Missionary
Easter Island grows: 10
Sarmatian finishes: Hermitage
Wot no marble? grows: 12
Wot no marble? finishes: Baray
A Town was built near Nobamba
Reindeer grows: 11
Reindeer begins: Frigate (4 turns)
Reindeer finishes: Frigate
East End's borders expand

Turn 238/500 (1640 AD) [28-Dec-2008 13:13:44]
Sarmatian begins: Cuirassier (9 turns)
A Lumbermill was built near Ulundi
Tech learned: Military Science
Cottage City finishes: Longbowman
Ulundi grows: 19
Ulundi begins: Galleon (2 turns)
Ulundi finishes: Galleon
Nobamba finishes: Barracks
Estruscan grows: 6
East End grows: 9
Civics Change: Charlemagne(Holy Rome) from 'Mercantilism' to 'State Property'

Turn 239/500 (1645 AD) [28-Dec-2008 13:18:12]
Research begun: Corporation (4 Turns)
Nobamba begins: Grenadier (7 turns)
A Farm was built near Trash House
Trash House grows: 19
Cottage City grows: 18
Ulundi begins: Galleon (2 turns)
Ulundi finishes: Galleon
Triple Food grows: 15

Turn 240/500 (1650 AD) [28-Dec-2008 13:31:29]
A Lumbermill was built near East End
A Workshop was built near Lots of marble
Ulundi begins: Galleon (2 turns)
Ulundi finishes: Galleon
Trash Ranch grows: 16
Trash Ranch begins: Cannon (7 turns)
Trash Ranch finishes: Cannon
Nobamba grows: 15
Easter Island finishes: Baray
Sarmatian's borders expand
Reindeer begins: Frigate (4 turns)
Reindeer finishes: Frigate
East End finishes: Barracks
Civics Change: Gandhi(India) from 'Free Market' to 'State Property'

Turn 241/500 (1655 AD) [28-Dec-2008 13:38:50]
Easter Island begins: Ship of the Line (8 turns)
East End begins: Courthouse (15 turns)
A Lumbermill was built near Ulundi
A Lumbermill was built near Ulundi
Confucianism has spread: Reindeer
Ulundi begins: Galleon (2 turns)
Ulundi finishes: Galleon
Triple Food grows: 16
Triple Food finishes: Confucian Missionary
A Town was built near Triple Food
A Town was built near Trash Ranch
Easter Island grows: 11
Wot no marble? begins: Cannon (6 turns)
Wot no marble? finishes: Cannon
A Village was built near Wot no marble?
Lots of marble begins: Cannon (5 turns)
Lots of marble finishes: Cannon
Civics Change: Joao II(Portugal) from 'Slavery' to 'Emancipation'

Turn 242/500 (1660 AD) [28-Dec-2008 13:51:32]
Triple Food begins: Grocer (15 turns)
Triple Food begins: Confucian Missionary (4 turns)
Triple Food begins: Grocer (15 turns)
Tech learned: Corporation
A Village was built near Cottage City
Ulundi begins: Galleon (2 turns)
Ulundi finishes: Galleon
A Village was built near Triple Food
Cold Iron grows: 10

Turn 243/500 (1665 AD) [28-Dec-2008 14:00:47]
Research begun: Rifling (4 Turns)
A Lumbermill was built near Trash House
Trash House finishes: Ironworks
Ulundi begins: Galleon (2 turns)
Ulundi finishes: Galleon
Triple Food grows: 17
Sarmatian grows: 12
Cold Iron finishes: Forge
Reindeer begins: Frigate (4 turns)
Reindeer finishes: Frigate
Estruscan finishes: Forge
East End grows: 10
Charlemagne(Holy Rome) declares war on Suryavarman II(Khmer)
Pericles(Greece) declares war on Suryavarman II(Khmer)
While defending in Khmer territory at East End, Maceman defeats (6.72/8): Holy Roman Grenadier (Prob Victory: 79.9%)
While defending in Khmer territory at East End, Maceman loses to: Holy Roman Grenadier (9.48/12) (Prob Victory: 45.2%)
East End lost
Confucianism has spread: East End (Holy Roman Empire)
Attitude Change: Charlemagne(Holy Rome) towards Pericles(Greece), from 'Pleased' to 'Friendly'
Attitude Change: Gandhi(India) towards Charlemagne(Holy Rome), from 'Pleased' to 'Cautious'
Attitude Change: Pericles(Greece) towards Suryavarman II(Khmer), from 'Cautious' to 'Annoyed'

Turn 244/500 (1670 AD) [28-Dec-2008 14:06:27]
Trash House begins: Cuirassier (2 turns)
Estruscan begins: Harbor (4 turns)
Frigate promoted: Combat I
While attacking in Khmer territory at East End, Frigate defeats (4.80/8): Holy Roman Frigate (Prob Victory: 50.0%)
Frigate promoted: Combat I
While attacking on the high seas near East End, Frigate loses to: Holy Roman Galleon (1.68/4) (Prob Victory: 99.3%)
While attacking in Khmer territory at East End, Frigate defeats (2.40/8): Holy Roman Galleon (Prob Victory: 99.1%)
While attacking in Khmer territory at East End, Frigate defeats (8.00/8): Holy Roman Galleon (Prob Victory: 100.0%)
A Lumbermill was built near Easter Island
Confucianism has spread: Aveiro (Portuguese Empire)


turnset
Spoiler :
Here is your Session Turn Log from 1635 AD to 1670 AD:

Turn 237, 1635 AD: Confucianism has spread in Cold Iron.
Turn 237, 1635 AD: You have constructed a Confucian Academy in Ulundi. Work has now begun on a Galleon.
Turn 237, 1635 AD: You have trained Confucian Missionary in Triple Food. Work has now begun on Confucian Missionary.
Turn 237, 1635 AD: You have constructed a Baray in Wot no marble?. Work has now begun on a Cannon.
Turn 237, 1635 AD: You have trained a Frigate in Reindeer. Work has now begun on a Frigate.
Turn 237, 1635 AD: The borders of East End have expanded!

Turn 238, 1640 AD: You have discovered Military Science!
Turn 238, 1640 AD: You have trained a Longbowman in Cottage City. Work has now begun on a Bank.
Turn 238, 1640 AD: You have trained a Galleon in Ulundi. Work has now begun on a Galleon.
Turn 238, 1640 AD: Charlemagne adopts State Property!
Turn 238, 1640 AD: Mahavira (Great Prophet) has been born in Delhi (Gandhi)!

Turn 239, 1645 AD: You have trained a Galleon in Ulundi. Work has now begun on a Galleon.
Turn 239, 1645 AD: Werner Heisenberg (Great Scientist) has been born in Goth (Boudica)!
Turn 239, 1645 AD: Charlemagne signs defensive pact with Boudica
Turn 239, 1645 AD: Gandhi's Golden Age has begun!!!

Turn 240, 1650 AD: You have trained a Galleon in Ulundi. Work has now begun on a Galleon.
Turn 240, 1650 AD: You have trained a Cannon in Trash Ranch. Work has now begun on a Cannon.
Turn 240, 1650 AD: The borders of Sarmatian have expanded!
Turn 240, 1650 AD: You have trained a Frigate in Reindeer. Work has now begun on a Frigate.
Turn 240, 1650 AD: Gandhi adopts State Property!

Turn 241, 1655 AD: A tragic mining accident near the Khmer city of Nobamba has claimed the lives of hundreds of their miners.
Turn 241, 1655 AD: Confucianism has spread in Reindeer.
Turn 241, 1655 AD: You have trained a Galleon in Ulundi. Work has now begun on a Galleon.
Turn 241, 1655 AD: You have trained a Cannon in Wot no marble?. Work has now begun on a Cannon.
Turn 241, 1655 AD: You have trained a Cannon in Lots of marble. Work has now begun on a Cannon.
Turn 241, 1655 AD: Joao II adopts Emancipation!

Turn 242, 1660 AD: Augustus Caesar has 230 gold available for trade
Turn 242, 1660 AD: You have discovered Corporation!
Turn 242, 1660 AD: You have trained a Galleon in Ulundi. Work has now begun on a Galleon.
Turn 242, 1660 AD: Triple Food will grow to size 17 on the next turn
Turn 242, 1660 AD: Sarmatian will grow to size 12 on the next turn
Turn 242, 1660 AD: Cold Iron has grown to size 10
Turn 242, 1660 AD: East End will grow to size 10 on the next turn

Turn 243, 1665 AD: Charlemagne has 340 gold available for trade
Turn 243, 1665 AD: Cottage City will grow to size 19 on the next turn
Turn 243, 1665 AD: You have trained a Galleon in Ulundi. Work has now begun on a Galleon.
Turn 243, 1665 AD: Ulundi will grow to size 20 on the next turn
Turn 243, 1665 AD: Triple Food has grown to size 17
Turn 243, 1665 AD: Sarmatian has grown to size 12
Turn 243, 1665 AD: You have constructed a Forge in Cold Iron. Work has now begun on a Baray.
Turn 243, 1665 AD: You have trained a Frigate in Reindeer. Work has now begun on a Frigate.
Turn 243, 1665 AD: East End has grown to size 10
Turn 243, 1665 AD: Deal Canceled: Fur to Charlemagne for Gold Per Turn (14)
Turn 243, 1665 AD: Charlemagne has declared war on you!
Turn 243, 1665 AD: Deal Canceled: Open Borders to Pericles for Open Borders
Turn 243, 1665 AD: Pericles has declared war on you!
Turn 243, 1665 AD: Charlemagne's Grenadier (12.00) vs Suryavarman II'sMaceman (17.20)
Turn 243, 1665 AD: Combat Odds: 20.1%
Turn 243, 1665 AD: (Plot Defense: +40%)
Turn 243, 1665 AD: (Fortify: +25%)
Turn 243, 1665 AD: (Amphibious Attack: +50%)
Turn 243, 1665 AD: Suryavarman II's Maceman is hit for 16 (84/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier is hit for 23 (77/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier is hit for 23 (54/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier is hit for 23 (31/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier is hit for 23 (8/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier is hit for 23 (0/100HP)
Turn 243, 1665 AD: Suryavarman II's Maceman has defeated Charlemagne's Grenadier!
Turn 243, 1665 AD: While defending, your Maceman has killed a Holy Roman Grenadier!
Turn 243, 1665 AD: Charlemagne's Grenadier (13.20) vs Suryavarman II'sMaceman (14.44)
Turn 243, 1665 AD: Combat Odds: 54.8%
Turn 243, 1665 AD: (Extra Combat: -10%)
Turn 243, 1665 AD: (Plot Defense: +40%)
Turn 243, 1665 AD: (Fortify: +25%)
Turn 243, 1665 AD: (Amphibious Attack: +50%)
Turn 243, 1665 AD: Suryavarman II's Maceman is hit for 18 (66/100HP)
Turn 243, 1665 AD: Suryavarman II's Maceman is hit for 18 (48/100HP)
Turn 243, 1665 AD: Suryavarman II's Maceman is hit for 18 (30/100HP)
Turn 243, 1665 AD: Suryavarman II's Maceman is hit for 18 (12/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier is hit for 21 (79/100HP)
Turn 243, 1665 AD: Suryavarman II's Maceman is hit for 18 (0/100HP)
Turn 243, 1665 AD: Charlemagne's Grenadier has defeated Suryavarman II's Maceman!
Turn 243, 1665 AD: While defending, your Maceman was destroyed by a Holy Roman Grenadier!
Turn 243, 1665 AD: East End (Suryavarman II) has been captured by the Holy Roman Empire!!!
Turn 243, 1665 AD: A Portuguese Spy has been stumbled upon while operating near the Khmer city of Trash House!

Turn 244, 1670 AD: The enemy has been spotted near Trash House!
Turn 244, 1670 AD: New Tech(s) to trade: Charlemagne
Turn 244, 1670 AD: Charlemagne has 530 gold available for trade
Turn 244, 1670 AD: Charlemagne has 15 gold per turn available for trade
Turn 244, 1670 AD: Suryavarman II's Frigate (8.80) vs Charlemagne'sFrigate (8.80)
Turn 244, 1670 AD: Combat Odds: 50.0%
Turn 244, 1670 AD: (Extra Combat: -10%)
Turn 244, 1670 AD: (Extra Combat: +10%)
Turn 244, 1670 AD: Charlemagne's Frigate is hit for 20 (80/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 20 (80/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 20 (60/100HP)
Turn 244, 1670 AD: Charlemagne's Frigate is hit for 20 (60/100HP)
Turn 244, 1670 AD: Charlemagne's Frigate is hit for 20 (40/100HP)
Turn 244, 1670 AD: Charlemagne's Frigate is hit for 20 (20/100HP)
Turn 244, 1670 AD: Charlemagne's Frigate is hit for 20 (0/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate has defeated Charlemagne's Frigate!
Turn 244, 1670 AD: Your Frigate has destroyed a Frigate!
Turn 244, 1670 AD: Suryavarman II's Frigate (8.80) vs Charlemagne'sGalleon (4.00)
Turn 244, 1670 AD: Combat Odds: 99.3%
Turn 244, 1670 AD: (Extra Combat: -10%)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (87/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (74/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (61/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (48/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (35/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 29 (71/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (22/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (9/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 29 (42/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 13 (0/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon has defeated Suryavarman II's Frigate!
Turn 244, 1670 AD: Your Frigate has died trying to attack a Galleon!
Turn 244, 1670 AD: Suryavarman II's Frigate (8.00) vs Charlemagne'sGalleon (4.00)
Turn 244, 1670 AD: Combat Odds: 99.1%
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 28 (72/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 14 (86/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 28 (44/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 14 (72/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 14 (58/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 14 (44/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate is hit for 14 (30/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 28 (16/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 28 (0/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate has defeated Charlemagne's Galleon!
Turn 244, 1670 AD: Your Frigate has destroyed a Galleon!
Turn 244, 1670 AD: Suryavarman II's Frigate (8.00) vs Charlemagne'sGalleon (1.68)
Turn 244, 1670 AD: Combat Odds: 100.0%
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 32 (10/100HP)
Turn 244, 1670 AD: Charlemagne's Galleon is hit for 32 (0/100HP)
Turn 244, 1670 AD: Suryavarman II's Frigate has defeated Charlemagne's Galleon!
Turn 244, 1670 AD: Your Frigate has destroyed a Galleon!
Turn 244, 1670 AD: Confucianism has spread in Aveiro.


Where do we go from here? our military isn't enough to take East End back (yet!)

Save http://gotm.civfanatics.net/saves/civ4sgotm8/Trash_Team_SG008_AD1670_01.CivBeyondSwordSave
 
Protect Trash House at all costs, keep building troops until we have enough to push him back into the sea. See if Joao will DOW him. Take peace ASAP, keep with the plan.
 
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