SGOTM 08 - Trash Team

I'll reflect on the input and play tomorrow morning.
 
Starting off, I signed OB with Shaka and put all of our EPs towards him. We'd need alphabet for spies but perhaps we'll be able to trade for it. I wasn't able to scout his lands yet. We'll probably have an idle worker to do it before the war.

The settler was whipped and went west to found Angkor Thom 1N of the cows. This was delayed a bit by our spear getting killed in an ambush by two barb warriors. The location wound up looking pretty sweet when iron was discovered 2W of the city. The city started initially on a library, which was changed to a granary when pottery was discovered.

The capital built a library and is now building an axeman to compensate for the lost spear. Next build should be a workboat for AT, and then temple/granary/lighthouse/something.

Our (future) military city built a worker, which was whipped for max overflow. The overflow's going into a granary. The barracks should then be finished, so that the city can start pumping out swordsmen.

Civ4ScreenShot0000.jpg


SAVE
 
If we're going for war v Shaka then we're going for war v Shaka. That means the capital builds axes until swords are available and then swords until Shaka is no more (tho agree with WB first for cottage city). Likewise cottage city becomes whip barax/swords city.
 
Good turnset, stuge, and nice to see Iron within our borders!

Roster
-Pigswill
-cripp7
-Remconius
-ese-aSH
-jadex
-Blastoidstalker
-Stuge
-KingMorgan (UP)
-chopster (on deck)
 
I was just reading the strat&tips forum and there was a thread about 0/100 research. I think we should start using it for these games. I don't usually bother with it in offline games but here a little more MM won't hurt due to short turnsets.
 
I was just reading the strat&tips forum and there was a thread about 0/100 research. I think we should start using it for these games. I don't usually bother with it in offline games but here a little more MM won't hurt due to short turnsets.

0/100 research? can you give a link
 
The thread in question is here.

Basically it means running 0% research in order to accumulate enough gold to research the next texh at 100%. You get a few more beakers this way than, for example, alternating between 70%-80%.
 
I'm out of contact for a few days travelling - I'll be in one place for around 3 weeks after that, then another couple days travelling.

If you need to skip me due to inactivity in this period I fully understand.

Will let you know when I'm stable.
 
PPP.

Capital builds WB/Axe - maybe setler for marble?
Bootcap - Axes/Swords

Explore shaka lands.
tech to Construction and HBR.

I propose to start tomorrow, any suggestions?
 
For the capital we could go with pigswill's total war proposition. Although I'd build a temple first to hire a priest at happy cap.
 
before we switch to total war mode city2 & 3 should grow size 6 (they have enough food for it, and happy cap is currently 6).

at size 6 a city can produce 4 axeman/spears in ~8 turns (prebuild <5h, whip 1 axeman for 2 pop, use overflow for 2nd axeman, pre build <5, whip axeman 3, use overflow for axeman 4).
two cities would grant something like 6 axeman 2 spears.

If we whip our army this means city 2 & 3 should focus on infrastructure for now while capital starts building swords (and grow ! we should go size 8 now).

We should also scout shaka's land and build a road to get there.

a last notice : we do not have the economic requirements for a war : no cottages, no specialists. capital should work at least 2 cottages right now (2 riverside tiles) ; city #3 should work food / prod now and switch to cottages after whipping (2 close whip means 2 unhappyness for 20 turns, so growth can be slower)
 
before we switch to total war mode city2 & 3 should grow size 6 (they have enough food for it, and happy cap is currently 6).

at size 6 a city can produce 4 axeman/spears in ~8 turns (prebuild <5h, whip 1 axeman for 2 pop, use overflow for 2nd axeman, pre build <5, whip axeman 3, use overflow for axeman 4).
two cities would grant something like 6 axeman 2 spears.

If we whip our army this means city 2 & 3 should focus on infrastructure for now while capital starts building swords (and grow ! we should go size 8 now).

We should also scout shaka's land and build a road to get there.

a last notice : we do not have the economic requirements for a war : no cottages, no specialists. capital should work at least 2 cottages right now (2 riverside tiles) ; city #3 should work food / prod now and switch to cottages after whipping (2 close whip means 2 unhappyness for 20 turns, so growth can be slower)

King Morgan, as we are getting into a more critical phase, I think your PPP could use some MM details to incorporate the above mentioned and other comments.

Can you give details of what you intend to do with each city? It would be good to fine-tune this for the coming turnsets. :cool:
 
ese-aSH: economically we have the option to switch to caste and run scientists / merchants in CC and HBC once they've done building armies.
 
SGOM08-875AD-PPP0000.jpg


Capital:
Finish Axe, fortify. Workboat, scout, Build a temple assisted by a riverside forset chop, Cottage.
Chop forest hill for temple and min, then build Axes. run a Prophet at happy cap.

Bootcamp.
Build Granary then barracks, possble 2 pop whip on barracks, o/flow to Axe, axes, whipped when possible.

Cottage city.
Build 2 cottages, remove 1 jungle. Granary,Will keep the Libary in the build queue, might whip and overflow into a barrack, then axes.

Slider is 80% science, with +1 gold. What are your thoughts on 100% slider research?

Masonary 2 turns to complete, maths 13 turns.

I pressed enter whilst looking at the save, we have had ants event, and lost our pigs. That will be frist worker job when i start.

I'll begin the turnset after your feed back and suggestions.

Does shaka have copper,cow and clams? Or just clams?

SGOM08-875BC-Shaka0000.jpg
 
Don't bother with a cottage at Bootcamp. Cottaging the capital and the other city should be a priority.

Shaka has copper based on that screenshot, so our stacks should look something like half axes, half swords, couple spears and lots of cats.

A library has already been built in the cap.
 
Played my turn, finished at 325BC.

Here is your Session Turn Log from 875 BC to 325 BC:


Turn 82, 825 BC: You have discovered Masonry!

Turn 85, 750 BC: The borders of Trash House have expanded!
Turn 85, 750 BC: You have constructed a Granary in Cottage City. Work has now begun on a Library.
Turn 85, 750 BC: Shaka converts to Confucianism!
Turn 89, 650 BC: You have trained a Axeman in Trash House. Work has now begun on a Confucian Temple.
Turn 93, 550 BC: You have discovered Mathematics!
Turn 93, 550 BC: You have trained a Axeman in Holy Boot Camp. Work has now begun on a Swordsman.
Turn 96, 475 BC: You have constructed a Confucian Monastery in Trash House. Work has now begun on a Swordsman.
Turn 97, 450 BC: You have trained a Swordsman in Trash House. Work has now begun on a Swordsman.
Turn 97, 450 BC: The Temple of Artemis has been built in a far away land!
Turn 99, 400 BC: You have trained a Swordsman in Trash House. Work has now begun on a Swordsman.
Turn 99, 400 BC: Enrico Fermi (Great Scientist) has been born in a far away land!
Turn 100, 375 BC: You have trained a Swordsman in Holy Boot Camp. Work has now begun on a Swordsman.
Turn 100, 375 BC: St. John (Great Prophet) has been born in a far away land!
Turn 101, 350 BC: You have constructed a Granary in Trash House. Work has now begun on a Swordsman.
Turn 101, 350 BC: You have trained a Swordsman in Cottage City. Work has now begun on a Confucian Temple.
Turn 101, 350 BC: Christianity has been founded in a distant land!

Joao is on the same landmass as us, to the west of Shaka. Shaka is a little bit more powerful than us, although the power graph bears little resemblance to actual power. seems to have 1 Axe,1 chari, 2 Arch, 2 Impi in the city that blocks us. Spread a little thin when the warrior passed through, The NW city was not garrisioned, but it's build on copper, he has 2 copper. He has converted to Confu, Shaka worries me, although once we take that one city it should be a rout. I think 10 swords and 5 cats, we can take 2 cities.

I have opened borders with Joao, there are barb axes wondering around down south. And a Baba city just south of shaka on the ithsmus.

Have built 1 axe per city, 2 swords per city are garrisoned ready for action. Whipped a sword in cottage, it was a mistake and I regretted it after as there will be 5 turns of running a citzen to prevent unhappiness. Feel free to re-allocate the overflow, at the mo it's a temple in the queue.

TrashTeamShaka0000.jpg



http://gotm.civfanatics.net/saves/civ4sgotm8/Trash_Team_SG008_BC0325_01.CivBeyondSwordSave
 
Good turnset! :thumbsup:

Our army is forming nicely. My suggestion would be no whipping for the next 5 turns, then quickly whip/chop 2 catapults and one jumbo and hurry over to Shaka. We conquer Megonaluvya and heal up while more jumbo's and cats are moving in.

MM: cottage city can run clams and capital can run one cottage instead of grass mine.

Btw, where is everyone? It's aweful quiet in recent days.
 
Thanks Remconius, we seem to be in a favorable postion.

5 turns to Cons, although 8 or 9 more for HBR, may have to delay the invasion a few turns. Extra build time for captpults ;) 2 or 3 Elephants would be advantageous.

Roster
-Pigswill (on deck)
-cripp7
-Remconius
-ese-aSH
-jadex
-Blastoidstalker
-Stuge
-KingMorgan
-chopster (UP)
 
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