SGOTM 08 - Trash Team

I finished this before I saw the rest of the posts, I have to be gone early in the morning so here's the update so far.

Actually stuck to my PPP, missed T1 forget OB with Shaka, attacked uMg, following pigswill razed and settler ready next turn. The cities kept making cats, hired 2 scientists and at 60% research HBR came in on turn 9 same time cats in CC, HBC were done and started phant. TH finished the galley, axe, cat, spear, settler for fish/cow/rice. Noone said what the next tech was, so Monarchy has 1 turn in it.

http://gotm.civfanatics.net/saves/civ4sgotm8/Trash_Team_SG008_AD0175_01.CivBeyondSwordSave

I'm going to be gone next, I'll try to check the board but if I'm going to be too long I'll put in a withdrawl to AlanH
 
Had a look at the save. We've lost a few units but that's why we build replacements. Looking good. We have ourselves a Great Prophet loafing around in Trash House!
 
I'm going to be gone next, I'll try to check the board but if I'm going to be too long I'll put in a withdrawl to AlanH

No need to put in a withdrawal, just let us know when you'll be back and if you can play when up. If not, contribute to the discussion. Otherwise, stay on for the next SGOTM....:lol:
 
Team members are dropping like flies ;)

We need to take a few more Zulu cities, a few suggestions;

Spearman on iron swapped with the sword garrisoned in Cottage, then take the stack into battle, form up a big stack once healing/moving completed, then take more cities.
Possibly kill the 2 units on the hill by Ex Zulu capital, easy XP! Maybe pillage a tile to stop the remaining cities having access to copper, that is under Bulawayo.

How many cities should be take, and which should be kept?
 
PPP:

-Continue to attack Shaka.
-Keep city south of Ulundi (cow/fish/horse)
-Bulowayo/Nobamba seem like razers unless they some great resources.

-Our cities continue to build phants and units.

-Settler will found fish/cows/rice city.
 
Shrine with the GP, I assume?

PPP approved of.
 
Sounds like progress is good so far team.

I'm far busier here in the USA than I thought I was going to be, it's unlikely that I'll be able to play a turn set for at least another two-three weeks.

I'll still check in when I can, and offer what insight I have if any.

I'm glad we razed the city - I prefer to only keep core cities if I'm going to crush a civ, and re-settle the border ones later once my economy has recovered - particularly if there's no competition for the land.

Keep up the good work!
 
We could probably do with some more axes. Ulundi defenders (swords and cats) look vulnerable to axe counter-attack, elephants are also (marginally) vulnerable to impis.

Looking at the map there is a potentially nice marble city south of barbs south of Ulundi. Settle on marble, get 2 seafood, couple of hills and fur for happy.

More to the point, where are we going in the long term? We seem to have lost strategy discussions because we're focussing too much on micro-managing the destruction of Shaka.

I'm not totally sure that monarchy is the priority here. We could go for aesthetics/ lit and chase Glib or we could alphabet (to open philo bulb), CS and on to liberalism.

Annihilating Shaka is probably not ideal in the short term. He's still got six cities so we can certainly take two or three more.
 
With Shaka out of the picture, we should have enough land to remain competitive until the endgame. Then it's quite straightforward to keep the GNP and production graphs going upwards.

I'd ignore monarchy for now and go for TGL. We should settle somewhere near marble soon, if we decide to build it. When the need for reinforcements goes down, Trash House should focus on a couple of settlers.
 
Agree that we need the Glib, we should head for Lit. Also only keep/settle core or resource heavy cities. Filler can come later.

I probably will not be around for a week, i'm going to be in the Netherlands till next friday, then London for the weekend, should catch up next Sunday.

Hopefully Remi will post an update and i can make a few comments in the next 24h. :)
 
Great Library it is - also Aesthetics opens some other wonders we can either build or gift the tech (after alpha) to get Joao to build so we can take them from his cold dead hands.
 
Ok, going to play now.

There seems to be a consensus, head for Literature next until we weakened Shaka enough.
 
Turn 0:
Kill off wounded units near Ulundi
Promote escort Axe (C1) in case chariot attacks.
Change tech to Literature (Poly first)
Kong Mia built in Holy Bootcamp (+5 gold :))

Turn 3:
Yasodablablabla founded and renamed 'Triple Food'

Turn 4:
Poly in, Aestetics next.
Phants ready, one WB for Triple Food and one more phant started.
WOWOW, Gems discovered near TH!!!
New city spotted, kwadazauka, looks like a keeper...

Turn 5:
Phant in CC, new one started...
Kwaduk captured (kept as Trash Ranch)
GG born and moved to Holy Boot Camp

Rest of the set, rest and regroup. Stack is ready to kick more behind. Axe started for defense.

Notes for the next player:
-Shaka galley in the north is pillaging.
-Shaka seems down for the count. Question is thumbs up or down....
-When do we declare peace with Shaka?
-Cash is becoming an issue.
-I started some courthouses, they can be whipped soon.
-I also started working some cottages.
-We need markets, or more confusian cities.


Spoiler :
Here is your Session Turn Log from 175 AD to 425 AD:

Turn 122, 175 AD: Suryavarman II's Swordsman (5.28) vs Shaka'sAxeman (0.52)
Turn 122, 175 AD: Combat Odds: 100.0%
Turn 122, 175 AD: (Extra Combat: +10%)
Turn 122, 175 AD: (Plot Defense: +25%)
Turn 122, 175 AD: (Combat: +75%)
Turn 122, 175 AD: Shaka's Axeman is hit for 20 (0/100HP)
Turn 122, 175 AD: Suryavarman II's Swordsman has defeated Shaka's Axeman!
Turn 122, 175 AD: Suryavarman II's Spearman (4.00) vs Shaka'sImpi (0.21)
Turn 122, 175 AD: Combat Odds: 100.0%
Turn 122, 175 AD: (Extra Combat: +10%)
Turn 122, 175 AD: (Plot Defense: +25%)
Turn 122, 175 AD: Shaka's Impi is hit for 23 (0/100HP)
Turn 122, 175 AD: Suryavarman II's Spearman has defeated Shaka's Impi!
Turn 122, 175 AD: Suryavarman II has completed The Kong Miao!

Turn 123, 200 AD: The Mahabodhi has been built in a far away land!

Turn 124, 225 AD: Suryavarman II's Catapult (5.00) vs Shaka'sImpi (5.20)
Turn 124, 225 AD: Combat Odds: 65.1%
Turn 124, 225 AD: (Extra Combat: +30%)
Turn 124, 225 AD: Shaka's Impi is hit for 19 (81/100HP)
Turn 124, 225 AD: Shaka's Impi is hit for 19 (62/100HP)
Turn 124, 225 AD: Suryavarman II's Catapult is hit for 20 (80/100HP)
Turn 124, 225 AD: Suryavarman II's Catapult is hit for 20 (60/100HP)
Turn 124, 225 AD: Suryavarman II's Catapult is hit for 20 (40/100HP)
Turn 124, 225 AD: Shaka's Impi is hit for 19 (43/100HP)
Turn 124, 225 AD: Suryavarman II's Spearman (4.00) vs Shaka'sChariot (1.86)
Turn 124, 225 AD: Combat Odds: 99.4%
Turn 124, 225 AD: (Extra Combat: +10%)
Turn 124, 225 AD: (Combat: -100%)
Turn 124, 225 AD: Shaka's Chariot is hit for 28 (61/100HP)
Turn 124, 225 AD: Suryavarman II's Spearman is hit for 14 (86/100HP)
Turn 124, 225 AD: Shaka's Chariot is hit for 28 (33/100HP)
Turn 124, 225 AD: Shaka's Chariot is hit for 28 (5/100HP)
Turn 124, 225 AD: Shaka's Chariot is hit for 28 (0/100HP)
Turn 124, 225 AD: Suryavarman II's Spearman has defeated Shaka's Chariot!
Turn 124, 225 AD: Suryavarman II's Axeman (5.00) vs Shaka'sImpi (0.83)
Turn 124, 225 AD: Combat Odds: 100.0%
Turn 124, 225 AD: (Extra Combat: +30%)
Turn 124, 225 AD: (Combat: -50%)
Turn 124, 225 AD: Shaka's Impi is hit for 30 (0/100HP)
Turn 124, 225 AD: Suryavarman II's Axeman has defeated Shaka's Impi!
Turn 124, 225 AD: Shaka's Impi (4.80) vs Suryavarman II'sAxeman (10.50)
Turn 124, 225 AD: Combat Odds: 0.6%
Turn 124, 225 AD: (Extra Combat: -20%)
Turn 124, 225 AD: (Extra Combat: +10%)
Turn 124, 225 AD: (Plot Defense: +50%)
Turn 124, 225 AD: (Combat: +50%)
Turn 124, 225 AD: Suryavarman II's Axeman is hit for 13 (87/100HP)
Turn 124, 225 AD: Shaka's Impi is hit for 29 (71/100HP)
Turn 124, 225 AD: Suryavarman II's Axeman is hit for 13 (74/100HP)
Turn 124, 225 AD: Shaka's Impi is hit for 29 (42/100HP)
Turn 124, 225 AD: Suryavarman II's Axeman is hit for 13 (61/100HP)
Turn 124, 225 AD: Shaka's Impi is hit for 29 (13/100HP)
Turn 124, 225 AD: Shaka's Impi is hit for 29 (0/100HP)
Turn 124, 225 AD: Suryavarman II's Axeman has defeated Shaka's Impi!

Turn 125, 250 AD: Yasodharapura has been founded.
Turn 125, 250 AD: You have discovered Polytheism!
Turn 125, 250 AD: You have discovered a source of Gems near Trash House!

Turn 127, 300 AD: Suryavarman II's Catapult (5.00) vs Shaka'sAxeman (6.95)
Turn 127, 300 AD: Combat Odds: 30.7%
Turn 127, 300 AD: (Extra Combat: +20%)
Turn 127, 300 AD: (Plot Defense: +4%)
Turn 127, 300 AD: (Fortify: +15%)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 23 (77/100HP)
Turn 127, 300 AD: Shaka's Axeman is hit for 16 (84/100HP)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 23 (54/100HP)
Turn 127, 300 AD: Shaka's Axeman is hit for 16 (68/100HP)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 23 (31/100HP)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 23 (8/100HP)
Turn 127, 300 AD: Shaka's Axeman is hit for 16 (52/100HP)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 23 (0/100HP)
Turn 127, 300 AD: Shaka's Axeman has defeated Suryavarman II's Catapult!
Turn 127, 300 AD: Suryavarman II's Catapult (5.00) vs Shaka'sArcher (4.61)
Turn 127, 300 AD: Combat Odds: 73.5%
Turn 127, 300 AD: (Plot Defense: +4%)
Turn 127, 300 AD: (Fortify: +25%)
Turn 127, 300 AD: (City Defense: +70%)
Turn 127, 300 AD: (City Attack: -20%)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 19 (81/100HP)
Turn 127, 300 AD: Shaka's Archer is hit for 20 (66/100HP)
Turn 127, 300 AD: Suryavarman II's Catapult is hit for 19 (62/100HP)
Turn 127, 300 AD: Shaka's Archer is hit for 20 (46/100HP)
Turn 127, 300 AD: Shaka's Archer is hit for 20 (26/100HP)
Turn 127, 300 AD: Georgy Zhukov (Great General) has been born in Trash House (Suryavarman II)!
Turn 127, 300 AD: Suryavarman II's Swordsman (6.00) vs Shaka'sAxeman (3.35)
Turn 127, 300 AD: Combat Odds: 97.2%
Turn 127, 300 AD: (Extra Combat: +20%)
Turn 127, 300 AD: (Plot Defense: +4%)
Turn 127, 300 AD: (Fortify: +15%)
Turn 127, 300 AD: (City Attack: -55%)
Turn 127, 300 AD: (Combat: +50%)
Turn 127, 300 AD: Shaka's Axeman is hit for 21 (29/100HP)
Turn 127, 300 AD: Shaka's Axeman is hit for 21 (8/100HP)
Turn 127, 300 AD: Shaka's Axeman is hit for 21 (0/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman has defeated Shaka's Axeman!
Turn 127, 300 AD: Suryavarman II's Swordsman (6.00) vs Shaka'sImpi (2.73)
Turn 127, 300 AD: Combat Odds: 99.8%
Turn 127, 300 AD: (Extra Combat: +10%)
Turn 127, 300 AD: (Plot Defense: +4%)
Turn 127, 300 AD: (Fortify: +5%)
Turn 127, 300 AD: (City Attack: -55%)
Turn 127, 300 AD: (Combat: +25%)
Turn 127, 300 AD: Shaka's Impi is hit for 27 (49/100HP)
Turn 127, 300 AD: Shaka's Impi is hit for 27 (22/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman is hit for 14 (86/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman is hit for 14 (72/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman is hit for 14 (58/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman is hit for 14 (44/100HP)
Turn 127, 300 AD: Shaka's Impi is hit for 27 (0/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman has defeated Shaka's Impi!
Turn 127, 300 AD: Suryavarman II's Swordsman (6.00) vs Shaka'sArcher (1.08)
Turn 127, 300 AD: Combat Odds: 100.0%
Turn 127, 300 AD: (Plot Defense: +4%)
Turn 127, 300 AD: (Fortify: +25%)
Turn 127, 300 AD: (City Defense: +70%)
Turn 127, 300 AD: (City Attack: -55%)
Turn 127, 300 AD: Shaka's Archer is hit for 29 (0/100HP)
Turn 127, 300 AD: Suryavarman II's Swordsman has defeated Shaka's Archer!
Turn 127, 300 AD: You have captured kwaDukuza!!!
Turn 127, 300 AD: The Statue of Zeus has been built in a far away land!

Turn 128, 325 AD: The borders of Ulundi have expanded!

Turn 129, 350 AD: The borders of Yasodharapura have expanded!

Turn 130, 375 AD: The enemy has been spotted near Ulundi!
Turn 130, 375 AD: The enemy has been spotted near Cottage City!
Turn 130, 375 AD: Ulundi has grown to size 4
Turn 130, 375 AD: Holy Boot Camp's cultural boundary is about to expand.

Turn 131, 400 AD: The enemy has been spotted near Ulundi!
Turn 131, 400 AD: The enemy has been spotted near Cottage City!
Turn 131, 400 AD: Trash House will grow to size 9 on the next turn
Turn 131, 400 AD: The borders of Holy Boot Camp have expanded!
Turn 131, 400 AD: Holy Boot Camp will grow to size 7 on the next turn
Turn 131, 400 AD: You have constructed a Barracks in Ulundi. Work has now begun on a Courthouse.
Turn 131, 400 AD: Ulundi will grow to size 4 on the next turn
Turn 131, 400 AD: Yasodharapura will grow to size 2 on the next turn

Turn 132, 425 AD: The enemy has been spotted near Ulundi!
Turn 132, 425 AD: The enemy has been spotted near Trash House!



Roster (10 turns per turnset)
-Pigswill
-cripp7
-Remconius
-ese-aSH (UP)
-jadex (AWOL?)
-Blastoidstalker (AWOL?)
-Stuge (on deck)
-KingMorgan
-chopster

THE SAVE
 
Looking good on the save. Finacial crisis though, best to crack on and hope we have enough time for finihing the war and then getting the eco back on track. Hope we get the GLib.
 
I'm really sorry for letting the team down :sad:... It's just that my erasmus mundus photonics program and other RL activities here in Sweden don't leave much time for civilization. And forcing myself to actively participate any longer in the game would most likely mean bad advice and badly played turnsets. I hope you won't hold a grudge against me... :rolleyes:
I've still read the whole discussion and the game seems to be going good, but I won't be playing any turn sets. Sorry for the 'inconvenience'... Have fun!
 
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