SGOTM 10 - Team Liz

Abegweit said:
One question we need to think about is how far we want to go in research. I believe that industrialisation is the minimum.
My thinking is to research as fast as possible but not stop when we think we have gone far enough in case we are in for any further surprises. If nothing else, further research of more advanced units can only speed up the conquest.
I'm probably off track here, but does anyone consider a side trip to espionage worthwhile - req 3 optional techs. Having a spy and knowing exactly what we are up against would be quite a benefit, but the cost of 3 techs later to tanks / arty / bombers / marines if any of these are needed
 
Here are a few comments:

I haven’t traded construction to Gil. At first because I didn’t want him to have the Great Wall. Later on I thought it can be used to drag him in a possible war against Bill.

There’s a worker scouting Gil’s land. He has connected Gil and now is looking if there are more roads needed.

At the different city placing. Well I know it’s somewhat unfair to you guys but I didn’t felt like doing the extra mile and look up the dotsmap. Sorry about that. But all cities I placed are there for a reason: prevent barbcamp NW, grab the SW cow, make a few connecting cities. Concerning the Tiawaku-settler: I had N in my notes, but looking it up after your question, I see you said NE. Well it still can be done.

At the moment Gil is our best friend and he’s in warmode as he has 2 wars running (against maya and against thea). I don’t know for sure, but he could be in his GA or if he’s not he could be at any time soon. Even without a GA he is the strongest AI, I think. And we still have to trade for his free MA tech shortly.
My plan would be not to attack Gil next, but Bill. Our army is at Bill’s border and we can possibly use construction to get Gil in on our side.

Oh yeah, I miscalculated, there’s only 1 1-tile island to the SE, as Paul stated. And on that island we have a warrior, so my mind is at ease.

The exploring curragh only saw unpopulated coast. If that’s part of barbaria, then Dr. Evil still has room to expand. Buggers that the curragh got intercepted.
 
Great progress! :banana:

I'd love to look at the other threads with the teams discussing our power explosions :D

more sophisticated comments to follow :cool:

can anyone post one (some) screenshot(s)? I'm at work right now and have no CivAssist installed :(
 
Abegweit said:
And I'm sure I'm on the right track because I just found another change to the Civlopedia: the MoW in this game has a movement rate of 10. :band: We are playing the English for a reason.
Does this include differential movement?
 
Andronicus said:
My thinking is to research as fast as possible but not stop when we think we have gone far enough in case we are in for any further surprises. If nothing else, further research of more advanced units can only speed up the conquest.
I'm probably off track here, but does anyone consider a side trip to espionage worthwhile - req 3 optional techs. Having a spy and knowing exactly what we are up against would be quite a benefit, but the cost of 3 techs later to tanks / arty / bombers / marines if any of these are needed
The otber cost is cashrushing.That's a biggie.
 
Then the MoW movement it isn't that spectacular, or is it?

Btw. we've left klarius behind in score and territory, culture soon to follow. Along with the A team I consider team klarius as our most dangerous competitors. So this looks very good sofar.
 
Redbad said:
Then the MoW movement it isn't that spectacular, or is it?
Well. It's just one of many indicators that this game was intended to revolve around MoWs.

Btw. we've left klarius behind in score and territory, culture soon to follow. Along with the A team I consider team klarius as our most dangerous competitors. So this looks very good sofar.
We are indeed in a good position but if we want to win against guys like this, we need to keep up the pace.

There is a good argument for stopping research at Navigation and MT, going for all-out war at that point.
 
Early pyramides and ToA are so powerful! The most important AA wonders and we did not spend a single shield on them, just nine turns waiting for Pyramides. This easily makes up for missed sling shot and minsci research. :smug:

Related to Resettling "Tiawaku":
Did you guys know, that also a size-1-town can produce a settler? :old:
I had this in that recent desert-Cotm 23(?). My town was size 1 and I had completed a settler in a fishing town without noticing and on the message I gave it a try - My first pop-1-settler.
However, the new founded town started with size 1, not 0.5 :D

May I get a screeny of Maya and Sumeria, please?
 
Abegweit said:
There is a good argument for stopping research at Navigation and MT, going for all-out war at that point.

You may well be right, I'm just concerned at putting too many eggs in the one basket by turning off research when we dont know the full etent of what we are up against. Perhaps an advance party to try and establish a settlement at time of astronomy may be worthwhile to at least find out how Barbies use their BGs (ie do they sit them at home in their cities, do they stack em or do they trundle them out one by one) This information would havesig bearing on ouur tactics and may justify sacrificing some units to find out (not enough to give us WW though)
 
WRT slingshot and other science issues, that is the only way we are behind - and seriously so. By 550BC, other teams will be halfway through ME. We are not going to win this thing by trying to beat them to bombers. Play to our strength - the strong early power curve, not our weakness. We are far behind the leaders in science.

I'm for going after an early victory. If it fails, at least we will have given it our best shot.
 
Andronicus said:
You may well be right, I'm just concerned at putting too many eggs in the one basket by turning off research when we dont know the full etent of what we are up against. Perhaps an advance party to try and establish a settlement at time of astronomy may be worthwhile to at least find out how Barbies use their BGs (ie do they sit them at home in their cities, do they stack em or do they trundle them out one by one) This information would havesig bearing on ouur tactics and may justify sacrificing some units to find out (not enough to give us WW though)

I second that. For the turn we research Astronomy we should have two or three carrack(?) prebuilds ready and 9 units (incl. army, defense, a settler) ready to make a thrust.

However we should then research Magnetism to build our UU.

I'd also like to get espionage but researching Nationalism is quite a pain. It's an argument for leaving one (or both) AI alive (but way behind in tech) to hope for their free tech(s) :crazyeye:
Anyone to do the test for TGL and killed rivals?
At least it's only two optional techs we'd have to research.
 
It is hard to work if you guys are posting here the whole day.:lol: Actually I feel more than a lurker than a team member.:crazyeye:

BTW : I expect the barb capitol on a one tile island as Gandhi's in last SGOTM and there will be just a small canal to get to it. The whole coast around it is covered with BGs.
 
Andronicus said:
I'm just concerned at putting too many eggs in the one basket by turning off research when we dont know the full etent of what we are up against.
See comment above about science. We decided to play this game for early power. We have done very well in that regard but there was a cost, and the cost is that we are far behind in science.

All our eggs are already in the one basket. We already chose our course. Let's not falter now.
 
Some Screenies :D

Sumaria
Sumaria.JPG


The South
The_South.JPG
 
markh said:
It is hard to work if you guys are posting here the whole day.:lol: Actually I feel more than a lurker than a team member.:crazyeye:

In SGotm9 I had quite the opposite: During daytime I was like talking to myself because all other team members where sleeping somewhere in America :( - I really enjoy it (however my company won't :( )

markh said:
BTW : I expect the barb capitol on a one tile island as Gandhi's in last SGOTM and there will be just a small canal to get to it. The whole coast around it is covered with BGs.

And the only tile to settle on is in range of Dr. Evil's BGs... :scared:

Andronicus, thanks for ending my blind flight :thanx:
 
Caravels have movement of 8, guys. They can safely traverse the ocean. Since it is a long time from there to MOWs, we should definitely scout out the terrain.

techs after bottom row:

Astronomy: 3
Navigation: 5 more
MT: 2 more
Steam: 3 more (might get one from AI)
Industrialisation: 1 more

Have we decided to self-search the whole thing? The AI likes invention and gunpowder.
 
foreign affairs
How about leaving Bill some room in the desert south to expand?
We could need a GL to start the whole army stuff before getting to MT (if ever)...

Research
If our mission after getting astronomy shows we need MoW anyway, we can go for another three techs (ToG, Steam, Indus.) to improve our production.
And then another three to build Hoover for even more production...
I hope that we can than ignore those other six techs we would need to launch a seaborne attack... :rolleyes:

I'd like Theodora around and healthy to do some research for us...
 
Paul#42 said:
Anyone to do the test for TGL and killed rivals?
If the TT is TGL-like we can just get ourselfs mono, theo and education first, gift it to the science civs and have it done with?
 
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