SGOTM 09 - Team CFR

No, he won't - nobody likes him enough (+8 with hidden), he has no vassals and - praise Lord - you cannot self-vote in BtS, even if you're AI. But if there is such a risk in real game, just spread out AP religion to your largest cities.

Note: too few slaves, no roads. On Quick roads rule.
 
Dynamic said:
Brennus just built AP and it looks like will win via it... :(
Loosing to a monarch AI sucks. :lol: I don't know anything about AP victory, is there a reliable method to prevent the AI from winning (other then killing them all)? You also have 0 units except warriors and Genghis as one of the neighbours. :)

But the developement is impressive. It does look like the new cities won't have enough time to pay off. The happiness from those forests makes a big difference. But we also see that killing a neighbour and taking his land is not all that hard at quick speed, and the real map might have less space for peacefull settling. :)

Building the Pyramids was nice for this setup, and you got lucky the AI didn't build it by 530AD. But the bonus isn't that great propably untill you get the national park, and then you should be able to get to constitution quickly. So no need to sacrifice our developement triing to get them built at a safe date.

Perhaps it makes sense to take a detour to music to get the GA? After NP we should be getting just scientists (running other kind of specialists in the city with Oxford is inefficent, and other cities won't be able to catch up), and I guess we'll want to launch several golden ages in the late game. But we should be able to get Economics & Communism without much trouble, maybe that is enough.
 
Note: too few slaves, no roads. On Quick roads rule.
It's just test for detecting NP date. Yes, I have too few workers. About roads - we need the roads only between cities. Do the roads decrease forest growth chance?
 
Note: too few slaves, no roads. On Quick roads rule.
Roads are also very expensive on quick, since they still take 2 turns to get built (same as at normal). And building a road on a forested tile takes the same number of turns as building a farm!
 
The save should be released today, so maybe its time to decide with the playing order?
 
we need the roads only between cities. Do the roads decrease forest growth chance?
Yes. Yes, by half.
Roads are also very expensive on quick, since they still take 2 turns to get built (same as at normal). And building a road on a forested tile takes the same number of turns as building a farm!
but your settlers/workers/missionaries/troops will move faster then, found cities earlier - or faster than AI at the same spot.
Yes, in real game we should catch Copper earlier (I delayed it for building Warriors) and build stronger units.I
I propose testing on barbs map, it changes things quite a bit.
 
so maybe its time to decide with the playing order?
Usually it's someone who's currently available, but hasn't played this round yet
 
So who is going to start us off this time?

Perhaps just move the scout and stop to make the final decision on where to settle.
 
Dynamic, could you please show all the team an example by firstwriting down you session plan ;)?

Also, everybody: please do not play until you write your plan and get its approval from captain Dynamic.
 
Dynamic, could you please show all the team an example by firstwriting down you session plan ;)?

Of course, I will post the plan before playing. But it will depend on Scout discovery. So may be I move Scout first.

After some thoughts I tried several other start schemes so we will discuss it.
 
If the scout move reveals something interesting, it might be a good idea to stop and discuss. Otherwise the decision point is after learning agriculture.
 
So may be I move Scout first.
Definitely. Knowledge is power.
If the scout move reveals something interesting, it might be a good idea to stop and discuss. Otherwise the decision point is after learning agriculture.
Well, we've discovered in Skype that Dynamic has a bit forgotten the start :) So a plan first, please.
 
Because now we know that we have 6 neighbours it will be some kind of normal game. "Mean" Barbs sign we should be afraid of it. Forest Preserves allow us to chose 2 ways of development: If the map will be good we should expand fast in other case we can build more workers and fast grow the Capital for high Commerce and Hammer output and expand a little bit later but safe - we will have more defensive units, workers and map knowledge. 6 AI on standart map - I think we will have space for expanding if it's not an island...

First 7 turns are very simple:
0 - Scout S,SE, Settler S, Revolt to Environmentalism and Police.
1- Found City, Citizen on Corn, building Worker, Research Agri (6 turns), Scout is revealing the map.
2-6 Same.
After discovering Agri we will stop and discuss as long as we need.
 
Back
Top Bottom