SGOTM 10 - Smurkz

Turn 0, 50AD: We are working way too many unimproved tiles, so: switch Machu Pichu, Smurver and Smurkzmouth to worker, 'ingz to market -> worker, Ox to horse -> worker. For culture, switch Kowz and Bend to lib . Cashrush court in Cuzco (184 gold). Disband the regular spear and sword. Send some troops towards Sumeria. They are supplying us with wines and 6 gpt, so a war will hurt. Decide to rush a lib in Tiwa (180 gold) to grab our own wines. Costly, but so is the lux tax. Keep sci 80%, lux 20%.

IT: Cuzco court -> FP. Tiwa lib -> worker. Mauchu worker -> worker. 'bury worker -> lib. Ox horse -> worker. Rocks worker -> worker. Goatfish galley -> worker. Maya star Leo's in Yax.

Turn 1, 70AD: Send a few horses into Sumeria to scout. They have pikes in Sumer, but not in Kish. Upgrade some swords to MDI. Best thing may be to go around Sumer first. Ur is the main prize anyway.

IT: Sumeria boots our horses. Another Byz dromon arrives. 'mouth worker -> galley.

Turn 2, 90AD: Dutch have 2 workers available, but we have nothing to sell except gpt. sci 50%, lux 20%, to raise a bit of cash for upgrades.

IT: Ox worker -> worker. Rocks worker -> lib. Goat worker -> lib. Milton lib -> market. Smurkz End harbor -> lib.

Turn 3, 110AD: Sumeria has learnt Invention. Upgrade more swords. sci 70%, lux 20%.

IT: Three Byz Dromons that were stationed near Kowzville cross over to BarbLand. Smurver worker -> galley.

Turn 4, 130AD: Dutch now have Chiv and would sell it for iron. Byz will buy Spices now, so we sell Spices + 1 gold to Byz for 7 gpt.

IT: A fourth Dromon crosses the pond. Castle Uni -> MDI. 'ingz market -> worker. Ox worker -> horse. Barbarians start SoZ in Chanca 2.

Turn 5, 150AD: Sumeria boots our horse. Mauchu worker -> lib. Sumerians start Sistine Chapel in Umma, the Barbs start Cops in Cherokee :eek: !

IT:

Turn 6, 170AD: Switch 'ingz to horse to avoid massive waste, and Smurver to Sun Tzu to redirect a chop.

IT: Castle MDI -> MDI. Ur built Temple of Artemis.

Turn 7, 190AD: Our armies move in position for the attack on Sumeria.

IT: Forgot to turn down science :blush:. I checked against the autosave and we lost about 150 gold here - the effect of playing civ4 I guess. Anyway, we learn Gunpowder, and start Chemistry. 'don Uni -> MDI. Tiwa worker -> worker. 'ingz horse -> worker. Some remaining wonder cascades.

Turn 8, 210AD: We have one source of saltpeter. sci 60%, lux 20%. Checking for trades: Dutch and Byz have Chivalry, and Byz have 23 gpt. Nobody else has anything except petty cash. Byz will trade almost all their money for horses, so
Smurkz10_AD0210_ByzHorses.jpg

We sell horses + 3 gold to Byz for 20 gpt. I think we could use Chivalry, so we sell iron to Dutch for Chivalry + 24 gold. Both trades are slightly risky, but the payoff is nice. Switch 'don and Castle to knight. Ox switches to knight automatically.
Smurkz10_AD0210_SumerianWar.jpg

Our forces are launched against Kish and Bad-tibira, 4 MDI, 1 sword and 1 horse each.

IT: lost 1 MDI (and 1 damaged) at Bad-tibira, killed 1 horse, 1 galley. 'ingz worker -> aqueduct.

Turn 9, 230AD: At Kish we kill 2 Enkidus and a longbow at no losses and take the town. At Bad-tibira we are too weak to attack the pike-defended town, so I kill an Enkidu and a Sword camping outside instead. Ur is still defended by Enkidus. I'll make an attempt to knock out the Sumerian Iron sources.
Switch Smurkzness from ST back to galley.

IT: lost 2 MDI, 1 horse and 1 galley, some of these in unlucky combats. 'bury lib -> worker.

Turn 10, 250AD: Kill 1 Enkidu in the open. Pull back the remains of the western invasion force (1 galley, 1 sword, 1 MDI); this was essentially a failure, sorry about that. Kill 1 pike and 1 Enkidu at Agade at the loss of 1 MDI, and take the town, as well as 1 slave. We now have two units on each of the Sumerian iron sources (that we can see), ready to pillage the next turn. I hope they survive.

notes:
  • It should be possible to get 'don and Castle up to 24 spt, for 3 turn knights. Probably need to mine some plains around 'don, and perhaps return the game tile to 'don. I did not MM on the last turn.
  • Sumer and Bad-tibira are defended by pikes, and Sumer is on a hill. Ur was defended by Enkidus on turn 9 (last turn I saw it). There are two Sumerian settler pairs just south of Ur, protected by a pike and archer. Might be nice to kill if they get in range. We have units on two Sumerian iron sources for pillaging. Watch out, Sumer has longbows. We are somewhat thin on forces, but we'll get a few knights soon, hopefully that helps to regain the initiative.
  • Although it makes for an ugly frontline, I would make Ur the next target, because it is probably/hopefully weakly defended and holds a nice prize. Sumer will be a tough nut to crack, we may want to get some trebs for that. We may want to consider knocking out Sumeria completely because of flips - I think we can do without the free tech. Perhaps it is even an advantage.
  • Barb Nation has Astro. Byz have been sending Dromons over.
  • Byz seem to be the only rival that actually has money. They are probably the only strong researcher as well (except Barbs). We are trading resources away to Dutch and Byz. The Dutch trade could kill our rep if the deal is broken, so watch out. Our Wines and Chivalry will not get us anything but change. I would not trade away Gunpowder for the measly 18 gpt Theodora is offering. Better wait if someone comes up with Astro IMO. If we want to prevent Nationalism from spreading too soon, we should not trade away more techs. The IA is approaching quickly...
  • We could still use a few more workers, but the situation is looking up.
  • Knights might be the best unit to send over to Barb Land for pillaging, mainly because the Barbs will probably get cavs shortly after we do. The knights defense is equal to the defense of a cav, but their attack is lower, so knight-knight combat should give us better odds of survival than cav-cav defense (on their land, we will be defending most of the time).

The save
 
Got It and looking at it now.

My Anaylsis (for what it's worth)
Although it wasn't the typical zyxy overwhelming offensive that I've grown accustomed to, you did a lot with very little. We have a clear path to the Pyramids and should be getting reinforcements shortly. I agree with going around Sumer. No one wants to fight pikes in a big city on a mountain. Hopefully I can muster enough reserves to strike at Ur soon, but I'm guessing the pike escorting the settlers will move into Ur and the Enkidu warriors will escort the settlers. The iron cutting is a good idea as well. To bad that means they can build really cheap spears again.:( Of course that won't matter much since they're building wonders in two of their five cities. It would be great if we can take Ur, and their northern holdings, move their palace to Sumer and have them finish Sun's for us. Of course the war weariness will probably not make them a likely candidate.

You did a great job building workers! I'm just wondering why they're all spread out. Since you said we're working too many unimproved tiles. We should (at least for the roaded tiles) gang up as many workers to clear one tile extremely fast. The marshes should have had all the workers on them (up to 12 WT).

My War Plans
At first glance I'm changing Ingz from duct to knight because we need more units and it will be on high sheilds, low food at size 5 for a bit. Reading switches to a barrack and then unit production while we're at war. We're building too many non-war related things to conduct a decent campaign. And since we're going for military build up anyway, I'm going all out in the northern cities. The librarys down south can stay as most of them will consoldate our border and prevent flips. Plus their to far away from the current action to help much with the Sumerian campaign.

Our treasury is at 67g so we really aren't going to be able to afford a ton of galley upgrades. No sense building more in the NW so I'm switching them to Trebs to help against Sumer in about 10-15 turns.

I'm stealing the last three units from the south to help against Sumeria. If we get back stabbed then this will have been a mistake, but the cardboard cutouts we're much protection regardless. When the libraries finish, the south can start building units too and that will protect against invasions. Until then, we can always rely on the shields we've built toward the library as an insurance policy.

Technology
Based on our previous tech discussion I was assuming that we could get Magnetism without Astronomy in C3C but now I see that we still must research Astronomy and Physics before getting our Man-O-War. So am I going to bee-line to Magnetism so we can hit the seas with our UU or do we go for MT first knowing that the Great Wall will be obsoleted by Metallurgy? I'm leaning towards Metallurgy because now that the Barbs already know Astronomy, the other civs can research it quickly. Going for metallurgy should let the civs learn Astronomy, we can trade for it with Chemistry. Then I think we would do the Physics and Magnetism, trading/gifting Metallurgy to the AI hoping that someone will research MT for us. I have 7 turns before I get to that decision so I'm going to start playing tonight and finish up tomorrow after I hear your discussions.
 
Sorry about the underwhelming offensive. I was hoping to strike before pikes came in large supply, and that unfortunately failed in the west.

The workers are in relatively small stacks because it was not always possible to combine them efficiently. And I don't like to waste turns on movement or overflows. Well, I might have done a better job here I guess.

Your plans generally look good to me. Not sure about the rax in Reading, the town doesn't make a lot of shields. But maybe that can be changed with some improvements, I don't know.

I would not count on the AI to research anything for us except (perhaps) astronomy. I would most certainly not gift them up. If we have to face rifles, then our cavalry will get killed in large numbers, so the AI's should be kept backwards.
Researching Metallurgy and Mil Trad before MoW's might be good, especially if Astro isn't available for trade yet. But it is a bit risky, and we are basically relying on the Byz to hold back the Pirate Ships with their Dromons.
 
No problem with the war. I'm am going to have to sit tight and get some reinforcements though. I played three turns. (I did it in three sittings so the reload count is going up. It's taking me extra time to figure out the new worker turn counts and new specialist MM.) The counter attack from Sumeria, in the shape of longbows is getting discouraging. I guess I underestimated how much range they'd have in their roaded territory. I left some horses in places I shouldn't have and paid the price.

On the bright side, Don and Castle are making 3 turn Knights and the Medi are almost healed enough to strike Ur.

I woke the Galleys to help the offensive. Once they get there the trip to Bad will be one turn at sea versus 5 turns by land. Unfortunately they are 6 turns from getting into position.

The barrack switch in Readingz was more for the ability to switch to something else without loosing a lot of sheilds. I even contemplated switching to make a regular Medi. Readingz strength at the moment is in worker making with all the food and the current corruption. Once the FP is built, it will be able to pull in decent sheilds so the barracks will pay off in the long run. And the library will be a quicker build when the time comes. (I'm still not sure we're going to need more technology after MT.)

I was only thinking about the offensive on the Barb continent and wanting Mil Trad before Magnetism so there would be troops to put in the boats. But I remembered we could use caravells/settlers to start moving our core towards the Barb continent earlier. They are going to need protection and the Man-O-War should help with that.

I will plan to go for Metallurgy if the barbs still have a monopoly on Astronomy because I'm sure the AI's will get Astronomy before we're done with Metallurgy. When it's available, I will buy Astronomy and research Physics/Magnetism before Mil Trad. If all goes well, the GA should be triggered about the same time MT is learned so Cav production should get a boost.

There's also some small islands off the coast of Barb continent that would make good launching pads and are easily attack proof until marines. Those should be the first destinations for our landing parties so our boats have places to hid and heal.
 
Good going guys, and again appologies for my low input.

Well played zyxy, even though the missed slider was a bit sloppy :p. I think the war on Sumeria was as good as we could hope for, no need to appologize.

I would not be worried about trading techs to the AI. The barbies obviously have strong research capabilities of their own since they got an Astro monopoly. We're going to face rifles whatever we do.

@CF: Sounds like a good start, keep it up. I really like the idea of those launching pads off the barbie coast, that's a brilliant idea. :)
 
Having taken a break from the game I starting thinking (which might be trouble). Is this war on Sumeria really worth it? What do we stand to gain. We are avoiding Sumer so we're not going to get a big border expansion. We've slowed research down, we are throwing units away on the Sumerians rather than building for the barb attack which could come in the next 10 turns with Astronomy. The pyramids won't help us much as most towns are already at maximum happiness and there's not much room for settlers yet. We have lots of food bonuses and irrigation can make us grow also.

The real kicker is that Ur is on a hill and size 9 so even the Enk are formidable for our Knights and Medi. The fact that they cost LESS THAN 10s means there's a ridiculous amount of them. Had I realized what their unique unit was I think I would have been against the war to begin with. And considering we launched with only a dozen units, we didn't get the foothold we needed.

I'm going to finish late tomorrow. Let me know if it's OK that I retreat. (otherwise, I fear I may leave the next player with no army to speak of.)
 
Niklas said:
For Sumeria, I say go for it, and take them down to OCC.
Have any cities been captured? If I read your comments correctly, none have.

What if we let them connect iron again? Then they would build Pikes and not Enks. Stronger units, but more expensive and hopefully fewer of them.

Just looking at the 250AD save. Perhaps pillage everything around the cities and starve them out?
 
Heres the save.

Commando Bob said:
Perhaps pillage everything around the cities and starve them out?
This was actually a good idea but it took too long. I got Sumer down to size 7 but I really want to show some gain on my turnset so I had enough units and I took the town at size 7.:rolleyes:

Trying to starve Ur is a different story. You're going to need a bunch of worthless units to cover all 15 grass tiles. They have 3f from the center so you can leave at most 2 grass lands. They would be able to use the 2 grass and 3 hills/plains/forest for a size of 5. That means you need 13 units, no within striking range of the town do get them to start. You can do it but the war weariness is killing us. I'd rather get the 16 Knights/Maces and bring the four or five trebs up there. If you want cannons we can do that too soon.
 
Here's the turnlog.

00 - 250 AD
Did most of the changes mentioned in my previous post. Having the low treasury is a bit of a burden but I leave research at 60%. Because there are gpt deals due to expire in 7 turns (Chem due in 7 at 60%). I'm tempted to sell gunpowder now even for the pittance of 18gpt but I realize that Byz have a gpt deal with us for 4 more turns. I will renew then with Gunpowder and get what I can from the others.

MM to minimize waste on growths/builds. Not to much tile swapping to bulk up Don yet since it only needs 20s to finish the Knight. Castle looks like it may have issues with corruption preventing it from getting to 24spt. (I'm getting 22 or 23 max.) I wake the two workers that just started mining Huamanga. It needs more irrigtation to grow faster and can still use it in the future as it switches to use the hills/mountains.

IBT - Don and Kastle Knight>Knight. 'Bury worker>knight. Huamanga court>barracks. Readingz barracks>worker. Enkidu uses roads to get to the hill N of Readingz.

01 - 260 AD
The Mace makes quick work of the offending Enkidu. Pillagers do their job. A sword enters the FP of Sumer hoping to start them a little. Extra horse on the N iron attacks across the river to kill an unguarded 1HP longbow. Galley drops off wounded Medi and picksup a new Knight, then heads to the Bad where the rested sword debarks. I forgot the Knight can't get off the boat this turn. Elite sword does some scouting NE of UR and see a roadway toward a hill NE, NE, NE. The southern horses arrive and take over MP duty to quell resisters. Medis are still healing in the barracks towns.


Do some fancy shuffling of workers to take five workers and finish an irrigation plus the two turns of mining in one turn.

{add picture later}

Do similar move to finish mine and get 5 of 12WT remaining on the Marsh.

Castle will to 24spt at -1fpt and can do 23spt at +2fpt using the fish so we can build knights in 3 with a little MM. I chose to leave it at 24spt and switch one the knight is due in 1 just to make my life easier. Don should get to 24 in 2 turns when the plain mine finishes, which should complete the knight in 3.

Mobilize the galleys to help transport the Trebs to the NE.

IBT Ur begins building the Knights Templar. (3 cities building wonders!) Longbow avenges his friend by killing our horse, but it was still a net of 10 sheilds to kill the 1HP last turn. To bad there was no retreat. Kish quells and riots. Kowz ville celebrates WLTQD after another scientist was hired. Bend library>court. End Treb>Galley.

02 - 270 AD
Knight retreats from Enkidu. Horse finishes him and sword covers. Units are nearly healed. Sword/horse pair approach Ur and find the Pikeman as expected. The river poses a problem to attacking from the east. I plan to use the forest SW of Ur for the swords and medis, ETA 3 turns.

IBT two longbows attack our horses and make them retreat. Then a Enkidu/Archer Pair and Medi move next to Agade with a longbow a tile from each of them. Kish resistance ends and riots.

03 - 280 AD
Our medi kills the Enkidu and gets promoted to 3/5. Next kills the Medi. I bring a horse from Kish to kill the archer so that the Medi can kill the longbow.

MM Don and Castle.

IBT - Don, Castle Knight>Knight (MM to 24s). Barb Stronghold builds Leo's. 1HP vet horse upgrades to Knight for 120g.

04 - 290 AD
While I'm waiting for troops, I start a pillaging campaign to reduce the food around Ur. Probably useless since there's so much grassland. I would need 15 units just to cover all the food tiles. Actually sumer is much easier to starve. It just has three food tiles. I'll work to get units there to starve.

IBT LB makes horse retreat near Ur. Smurkinz Knight>Aquaduct. Agade flips taking a wounded elite mace with him. Heart Treb>Galley. Mayan's cascade to Knights Templar and finish it. They also cascade to Sun Tsu.

05 - 300 AD
Horse kills LB and promotes to elite.

Have to raise Lux to 30% due to war weariness. Units start taking the food tiles from Sumer. I'm going to leave Agade alone for now.

IBT - Barb ships arrive! Caravell and two Pirateships. No units debark yet. Goat Lib>Barracks. Readingz worker>worker.

06 - 310 AD
All food in Sumer is covered. Long term their max size should be 3. (Each citizen eats one food from the city center, they are agricultural.) So far no starving.

I have to move two knights towards the barb boat to deal with possible invaders. Hope they don't have more than we can handle on the boats.

Sci drops to 20% for Chem in 1.

IBT - Barbs drop off a longbow and knight then the boats sail away. Sumer want to talk but I tell them to stuff it. Chemistry>Metallurgy. Don, Castle Knight>Knight both MM to 24spt at -1fpt. Oxsmurkz Knight>Knight.

07 - 320 AD

Knights make quick work of Dr. Evils goons, losing 1HP each. They head back toward Sumer.

With the flipping of Agade, the best path to Ur is right by Sumer anyway. I have enough units there from the pillaging and the starving that I may just hit Sumer first.

I'm going to hang onto chemistry until Astronomy appears. Or atleast three more turns when the dyes runout. The Mayan's have at least 20gpt and are weak compared to us. I think they might pay to be in an MA against the Barbs so I buy and embassy with them for 46g. They have the GLight and are 9 turns from Sistines with 5 entertainers.:rolleye:

I made a little money in the deal. They give 34g +3gpt for an Alliance vs the Barbs. (Profit of about 50g.)

The Dutch are also weak compared to us so I try them next for 43g. They have Sun's due in 3 which gives them a good shot I think. This time my plan backfires. They don't know the Barbs yet so we can't get them in an MA. At this point, I guess Sumeria know the barbs as does the Mayans because of the path of the barb ships. Hopefully the boats will explore the dutch soon and we can recoup my investment.

I set science to 40% for Metalurgy in 14. I'll speed it up if the AIs get astronomy, but for now that's 43gpt.

IBT - as my units make their way towards Sumer, they've opened the door for the Settlers Trapped in Ur. I don't know if my Knights can catch them, but the nice thing is they'll draw units away from the core. Longbow kills a mace. Milton Market>barracks. Readingz riots from growth. Sumer is now down to size 8. Two more turns and they lose the bonus of being a city.

08 - 330 AD
I move all the units I can into striking distance of Ur. With the settlers leaving, I notice that the Pike and two Enkidu left with them. I feel I might have enough units to strike at Ur.

IBT - I feel like Sumeria is playing our game. Now that I can strike Ur, they move all of the settlers and Pike/Enkidu back into Ur.:( If they kept the standard 4 units for the Pyramids and now added about four more units, there's no way I have enough units to win the city. They also have a galley coming down the eastern seaboard. I move a knight over to counter.

09 - 340 AD

Knights reposition toward Sumer. I think we're better off attacking there when the size gets low enough.

Don and Castle need MM. Knights are ready to strike Sumer but will wait for starvation.

All AI have Astronomy. Up Sci to 60% but don't buy Astronomy yet. I will wait until next turn because the dyes deal is up.

Sumeria drops off a horse and archer of via galley. We have no troops in the area! The Dutch build Sun Tsu. Barbs build Cops in the cascade. Don, Castle Knights>Knights, Bury Knight>worker. Readingz worker>worker.

Byzantine start cops, Dutch finish Suns, Sumerians cascade to Sistines. Barbs building Sistines. Barbs finish Cops.


10 - 350 AD
OK we've got 11 level 4 attackers and 4 swords. I'm going to attack with the trebs and then decide if I want to attack the city. They do a collective 1hp of damage to the pike. First Knight takes a catapult hit and does no damage before retreating. Second Knight ends at 1/4, killing the pike. 2/3 Pike is next defender. Mace redlines pike but dies. Knight dies and promote Pike to 2/4. Knight takes Sumer!

I keep the town but in retrospect, I should have razed it and replaced.

Other units are going to move toward Ur. We had about a 50% success rate against a city on a hill with pikes. I think that there are about 8 pikes/enkidu in Ur at the moment. You would need 16 Knights/Maces to have success there. Good luck.

Please check happiness. I forgot to do that and we've been accellerating in war weariness. I purposely left three towns at -1fpt so that they get the right number of sheilds. Don and Castle can be switched to 23spt after the one turn of starving. You should get Knights to build every three turns and actually accumulate food.

I'm out for the weekend so have a good time discussing. My guess is we want to keep making Knights, build up enough and then strike at Ur. We also need to watch for landings from the Barbs (or other civs). Our defense behind the scenes are nil.
 
Well done!

I cannot really find it in the log, but did we sell Gunpowder at some point? In any case, it spread around. But, we can now sell Chemistry to Theo for Dyes + Astro + 39 gpt + 25, and that is all she has. Maya will give a further 23 gpt + 98 for Chemistry and that is all they have. Nobody else has anything but change. This should enable us to run a higher science rate and deal with unhappiness.

What are the remaining goals of the Sumerian war? Should we try for Ur and then make peace & refocus on Barbs? OTOH, flip risks are quite enormous, and it would be nice to get a GL out of this war.

I don't quite like it that we have no units in the west, we need some defenses against Barb Landings. And why are all our ships up at Sumeria?

It seems the Barbs have settled the northern part of their continent, so maybe we should make an effort to settle the south. There are nice luxes there. Ivory, Gems, Silks and Furs. In any case, I would send a caravel with knights over asap to explore a bit.

Cuzco could be set to high production, low food for FP in 11, this might be better. Next player beware of the lightblue archer near Cuzco.
 
I was waiting to sell Gunpowder because there was a gpt deal that was going to run out in a couple of turns. Someone got it on their own and sold it around. I think it was the Mayans or the Dutch since they ended up with all the gpt/cash.

I agree that chemistry should be sold for dyes and all the gpt you can get out of the Byzantines. Then sell it for astronomy plus all the gpt from the Mayans or Dutch. (If you can get astronomy plus all the gpt that the Byzantines have, then that's fine too.) I just don't normally make trades on my last turn. I think I read that in SG etiquette.

If we take Ur, the rest of the Sumeria will be easy. So I think the question is do we stop now, or do we wipe them out. We already had Agade flip, we're going to have to work really hard to keep Sumer from flipping.

I guess my preference would be consolodate our winnings. Stay at war with them but pull back so we're not getting more war weariness. Keep enough units near Sumer to retake it when if flips. Work on getting culture in Sumer and starving the foreigners out. Basically just fight a holding war. We should get cavalry soon which will make taking Ur and wiping out the Sumerians easier.

I'm sorry about the lack of Western Defenders. I felt I need to move everything towards Ur when I planned to attack that. Now that the goals of the war may have changes, we can bring some knights over that way to deal with landings. Also, having two knights built every three turns is really nice for dealing with landings.

I had brought the ships over thinking they would help move troops up the coast to attack Ur when we were going around Sumer. Now that Sumer is ours, there is no reason for them to be there and we should figureout which harbor to upgrade them and where they should sail. Be aware that the Barbs have Navigation and can strike from anywhere. Without our Man-O-Wars I'm afraid of sending too many caravels into open waters.

The continent that the barbs have settle in the North but not the South is probably not their mainland. It seems that ships can first from our East, meaning that there is probably another continent in the fog there that the Barbs started on. I would think that they would have totally filled their starting continent by now. But sending Knights over is a good idea at any rate.

The blue archer near Cuzco was part of a landing party. The redlined knight barely killed the horseman that accompanied the archer or we would have lost a city to them. I move some new knights towards the archer and they should be able to kill him next turn no matter where me moves. Make a not of the tile the archer is on because that's where the barb landing party came also. Seems to be a favorite spot that we could just set up a patrol on and kill intruders easily.

I had Cuzco set to growth for one more citizen. I felt that we could catch up and finish sooner that way but I didn't do the math. It was just a feeling.
 
:whipped:

Three days gone and no posts from anyone. :crazyeye:

Niklas...Roster!

azzaman...Get it!

:whipped:
:p
 
Sorry, sorry, been busy all weekend. :eek: Now give me that whip back! :whipped: :p

CF, well played as expected. :goodjob: No telling that this is your first C3C game. :p

Roster:
  • Niklas
  • McLMan
  • CommandoBob
  • zyxy
  • ControlFreak - Just Played
  • azzaman333 - UP!
  • Marc Aurel - On Deck!
I'll post some thoughts on the game in a few hours.
 
Military
The Sumerian campaign is indeed painful. We should have gone for them earlier, but as both CF and zyxy have noted, this is the time to gear up for the barbie war. We can't really afford to keep the war up, so I too vote for consolidation.

I would raze and replace Sumer, and preferably Kish as well. We can't keep Sumer from flipping without a lot of culture in there, and that would be far too expensive. Razing is cheap in comparison, and accomplishes the goal of getting the cultural pressure off our core towns. And a replacement town would never exert the same pressure even if it would flip.

Off-shore Invasion
Galleys should go home asap. Mouth is the closest harbor, for upgrading to Caravels/Galleons. We want to get troops over there as fast as possible, preferably with a few settlers to establish a southern beachhead. We need to figure out what towns we can shave off a settler from.

I would be careful to send all our Knights over though. We'll need cavalry surely, and those that go over seas can't be upgraded. Just a small token force should go over first as recon/beachhead.

Trade and research
Make the trade with Byz that zyxy outlined. Get all gpt you can from everyone for Chemistry. Research Met->Phy->Mag.

Can't think of much else at the moment. Oh, ware the landing parties, note the tile that CF indicated. Good luck! :)
 
azzaman333 said:
Got it. I have been waiting for some discussion on what to do tbh. :lol:

I was hoping our silent members would speak up if I shut up ;).

To no avail it seems.

But I do think that if you want some discussion before your set it is a good idea to post some plans and/or pointed questions. That usually gets the discussion going.
 
zyxy said:
But I do think that if you want some discussion before your set it is a good idea to post some plans and/or pointed questions. That usually gets the discussion going.

I dont make plans, because when i do something always happens to stop it from working.
(and judging by the fact i am up at 3:50 am, it looks unlikely i will play before midday. i need some.... :twitch:slee.......epppppppppp:sleep: )
 
azzaman333 said:
I dont make plans, because when i do something always happens to stop it from working.
My plans fail because they are flawed. Some little point that I ignore or overlook often turns out to be the reason that the plan fails.

I overlooked something major in SGOTM 09 and delayed the building of the Forbidden Palace. From that point on we began the practice of posting our plans and allowing others to comment and improve the initial plan. This kept us focused and on track.

The task we have in SGOTM 10 is very different from 09, but the planning and communicating is still very important and critical.

I have learned to trust my plans to the team because my teammates can improve my plans. And point out things and tasks I may have missed, along with pointers on how to handle them.
 
Back
Top Bottom