SGOTM 10 - FuzzyWuzzy Psycho Bunnies

Looks like we can meet some friends by heading straight north along the hills. Are those catfish in those marshes? :crazyeye: Those are some ugly second city options I must say. I'm inclined to stay on the blue dot river until we get another worker up.

What's our lineup? Sanabas says he doesn't sleep so he can be slotted in anywhere.
CKS or Denyd next?
Classical
Sanabas
CKS or Denyd
and I'll ride caboose and get yelled at by Goz for not saving enough nickels?
 
why not setup by time zones? That might allow for more than 1 turnset per day later on.

I'm PDT (California)
 
I'm CST (Chicago) GMT-5
I believe the Aussies are GMT -8 or -10 depending.
 
How about this...
Goz +10 GMT
Denyd -7 MGT
Sanabas +10 GMT
Classical +8 GMT
CKS - 4 to -7 GMT
Whomp -5 GMT
 
That puts me up - I should be able to get to it tonight after family goes to bed.

I took a look at the save last night and here's a little information I gleaned from the Civilopedia:

Barbarian Guards are attack=0 Defense=8 movement=1 and they are a cannon with strength=9 firing rate=3 range=3. I think they are either the result of building a specific wonder or part of the starting units.

Technology Thieves Wonder is a Great Library clone (no idea if it expires) that costs 20 shields and is available with the Barbarian's starting tech, which are Barbarian Tech & The Wheel.

They have 2 Unique Units, the Carrack & the Conquistdor. They have Seafaring & Militaristic as their traits.

Since that are building the TT at the moment, I was thinking that it might be a good idea to get far ahead of the AI in tech, to minimize it's value.

One other item, at 3000 BC, the Barbarians have 20% of the worlds population while we have 2%. That leads me to believe that they have very fertile land and probably had 5 settlers when the game started and probably a bunch of workers, guards & gold. They will be a very formidable opponent.
 
The play order sounds fine to me.

If the technology thieves wonder doesn't expire (and I tend to believe that it won't, as the barbs won't be able to keep up in tech after it expires), then I think we want to keep the rest of the AI as backwards as possible, so as to keep the barbarians as backwards as possible, as denyd suggested. I'd rather be ahead of them than behind when we go to war. Once the barbs get key military techs, we can gift them to any of our allies that don't have them so that the barbs can't easily wipe out any part of our side.
 
We will have to run our own race as much as possible, which includes getting heaps of cities. I don't think we will need to worry about city sizes, if we can get lots and lots of cities to pop 6, I'm happy.

This will make a tight build, so when we can we have to scout the rest of our surroundings, to plan for future towns. I think my first attempt of dots is good enough to start with, food is power. :)

Can we afford 3 settlers before a granary? We also need another curragh.

I'm looking forward to meet those Barbs, it will be very interesting. :)
 
So my goals for the 10 turns:

1. Finish settler and claim blue dot
2. Build a curragh and send him counter-clockwise around the island
3. Build a warrior for SW scouting
4. Start another settler
5. Keep researching on Writing

I think we're about to meet the Mayans, should I be interested in trading away alphabet for either bronze working or masonry?
 
gozpel said:
3700BC - London produce Mayflower -> settler. I decided on the settler purely out of my way of playing, we need at least 2 cities before a granary...now and again I build up to 5 settlers before that, but I don't think the team will agree on that this time. :)

Some of us will be convinced. As long as there are nice food bonuses to settle, I'm happy with another settler before the granary.

Sanabas says he doesn't sleep so he can be slotted in anywhere.

:p I do sleep, just the sleep pattern can be very erratic, as my apparent timezone travels the world. I'm happy with that roster though.

Gozpel said:
Can we afford 3 settlers before a granary? We also need another curragh.

Yeah, I think so.

denyd said:
I think we're about to meet the Mayans, should I be interested in trading away alphabet for either bronze working or masonry?

Probably. Will be better if we can meet at least 2 AIs on our island before they meet up with each other, and we can save trading until then.

Agree with tight build, and disappearing up the tech tree at speed.
 
http://gotm.civfanatics.net/saves/sgotm10/FuzzyWuzzy_SG010_BC3000_01.SAV

Turn Log

Turn 0 – 3500 BC – Nothing to change really

IBT: ZZZ

Turn 1 – 3450 BC – Ann (worker) starts mine – Bubba NE meets Inca – Mayflower N-N finds a wheat & BG – Inca are up Masonry, The Wheel, Warrior Code & Ceremonial Burial and have 2 workers for sale – Decide not to deal at present (could get 1 tech & 1 slave at best)

IBT: ZZZ

Turn 2 – 3400 BC – Mayflower N-NE finds the top of the island – Bubba NE – Inca no longer have workers available

IBT: Barbarians complete Technology Thieves in Barbarian Stronghold

Turn 3 – 3350 BC – Bubba NE spots that Inca have FP land – Mayflower NE-E around the top (I’ve just realized that I need to re-load the Med resources)

IBT: Inca now have Bronze Working

Turn 4 – 3300 BC – Bubba N – Mayflower E-SE finds a lot of light blue border

IBT: ZZZ

Turn 5 – 3250 BC – Mayflower SE-SE meets Sumeria (light blue) – Bubba N – Slider to 0-6-4 to prevent a riot – Sumeria is up Bronze Working & Warrior Code – Time for some trading – Trade Alphabet to Sumeria for Bronze Working + Warrior Code + 10g – Trade Alphabet to Inca for Masonry

IBT: ZZZ

Turn 6 – 3200 BC – Bubba E – Mayflower NE-N

IBT: Spot an Incan scout – New Sumerian border appears by Bubba – London builds settler starts warrior – Ann completes mine

Turn 7 – 3150 BC – Ann starts road - Settler NE – Bubba NE – Mayflower NE-E – Slider to 0-10-0

IBT: ZZZ

Turn 8 – 3100 BC – Settler E spots Chasqui scout – Bubba NE – Mayflower SE-SE

IBT: Chasqui scout heads south (he could have ended our game)

Turn 9 – 3050 BC – Settler to blue dot – Bubba E finds wines – Mayflower S-S

IBT: Mayan scout appears – Ann completes road

Turn 10 – 3000 BC – There is a possible deal with Mayans for Ceremonial Burial for either Bronze Working or Alphabet – Bubba SE finds another wines – Mayflower S-S spots a hut – Settler founds York starts warrior – Ann moves to BG

I did not include an updated map shot due to the incorrect resources, which I will fix this weekend.

It’s a little scary to be on the same island with 3 AGR AI. Sumer is pretty bottle up in the north, so they are a keeper (besides that they are SCI). We’ll need a little military soon. It that Chasqui had wanted to he could have taken our settler in turn 9 and London in turn 10 and there was no way to stop him.
 
denyd said:
Inca are up Masonry, The Wheel, Warrior Code & Ceremonial Burial and have 2 workers for sale – Decide not to deal at present (could get 1 tech & 1 slave at best)

Don't know if it's just my playstyle, but I would have gone for the workers. We're going to get 4 monopoly techs up to Republic, so catching up in techs is easy. Workers only appear every so often, and the extra worker actions doble our improvement speed for now, and hurt the Incans.

It’s a little scary to be on the same island with 3 AGR AI. Sumer is pretty bottle up in the north, so they are a keeper (besides that they are SCI).

Don't be scared, 'tis only emperor. AGR means they build bigger cities to give to us. :D Looked like nice turns, I will play mine shortly.
 
3000BC: Trade alphabet to the Maya for 10 gold & CB. No point holding onto it, as 2 other civs already have alphabet.
Why did we mine the wheat? Bonus food squares are the only places we can do useful irrigation in despotism.

2950BC: Switch london to the fish for the extra science

2900BC: London warrior-->settler

2850. 2800: zzz

IT: we catch the barbs attempting to plant a spy. :eek: Technology thieves would seem to be an Intelligence agency as well.

2750: York warrior-->worker

2710, ..., 2590: zzz

2550BC: London settler-->granary
York: worker-->warrior

I have deliberately left the settler and its warrior escort unmoved, for C_H to decide where the next city goes. I only looked at Goz's dotmap now, and discovered my preferred placement is in agreement. I would go for the northern of Goz's two red dots first, as it adds a 3 food/2 shield tile, with an irrigated sheep. That tile can be shared between York and the next city, and the wheat can be shared between York & London. The southern dot adds no new food bonus tiles. I can be convinced to build 1 more settler before the granary, but with 3 forests around London to chop, and London at least 9 turns from size 3, I'd go a chop-assisted granary followed by a chop-assisted settler. The eastern worker should irrigate to the sheep for the new city.

eng2550.jpg
 
Oh boy...it sounds like we have sabotage to contend with here. This may make wonder building very difficult to achieve. Very interesting. Would this also mean they will be sabotaging the AI's wonder builds? If that's the case the AI's are going to have a lot of shields blown out and we should plan for conquering our island.

Goz --
Denyd --
Sanabas --
Classical Hero-- up
CKS -- on deck
Whomp--
 
Why did we mine the wheat? Bonus food squares are the only places we can do useful irrigation in despotism.

I waffled a lot before making the decision to mine. I normally prefer growth and an irrigated grassland tile is a great growth boost. The debate between the extra sheild or food was a toss-up and I felt we needed the extra shield at this time. Until we get either a connected luxury or a couple of MP for London, we can't get above size 4 without paying a high lux rate.
 
I wonder if Technology Thieves isn't really like the great library. Perhaps it merely allows the barbs to plant spies to steal technology, instead of automatically giving it to them. I'm not sure how this changes things, though.

I think chopping a granary and then a settler sounds okay. Agreed on the northern dot first. The southern dot gets us closer to the fish, but won't reach it without some expansion if we keep the town on the hill. We also need to see what things look like to our west pretty soon. I'd like to know what besides the sheep are nearby there.
 
The sheep-dot is the best location for next town. We can start granary right away as proposed, it will be quick enough with a couple of chops.

I had the S red dot for science reasons too, it could work the lake for another couple of beakers. But after all, granary would serve us best in the long run.

York should continue warrior/worker cycle, where next worker should irrigate the floodplain.

Erh, did we build another dingy?

Regarding the mined wheat, that can be fixed before the granary finish, those extra shields doesn't hurt us right now.
 
Only one canoe at this point - for those curious Sumeria is to our north and hemmed in by us to the SW and the Inca to the SE. Not sure where the Mayans are.
 
gozpel said:
Erh, did we build another dingy?

Only one dinghy, London was big enough for a settler instead. Can sneak in a dinghy before the granary, probably better for new city to start with one instead.

Mayans were on the east coast of our island I think. sumer in the far north, Inca next door to us.
 
I guess it's time to kick this one into gear again

Who's up and who is on deck?

What's the plan for the next 10?

How about the next 50?
 
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