SGOTM 10 - Team Liz

Looking through other threads and your fears re 1 tile islands and nasty pirate ships have come true for X Team at least.
 
Andronicus said:
that was the main reason for my post after killercane's - kind of gaives it away we have both finished when another posting on our thread :p

So please lurkers - resist posting here to keep the "competition" alive for the other teams.
And team members: Stay away from posting in other threads.

Although I don't want to win being underestimated... :hmm: wait. I want to win. No matter how :D
 
Redbad said:
Again I think the fact if there are settlers on board those caravels could be decisive. That would in a funny way make Abegweit right that our fate could be decided by naval force :lol:

We were missing your advise for some turnset :(
Are you sure there are settlers on board?
edit: Of course you can't unless you play their game... :(
 
Abegweit said:
This is the second SGOTM in a row where I had the priviledge to play last and got an absolutely amazing setup from the previous player. :bday: :thanx:

:hatsoff: to both of you.
Thanks a lot. Actually I don't consider it amazing what I left to the next player at each of my three turnsets. At the end of my turns, everything is quite a mess and I think 4 turns could be enough next time... :rolleyes:
But when I look at things in a turn 5 (resp. 10) I always think that I can't leave it like this... :crazyeye:
Abegweit said:
I'd be pleased to be a member of this team in #11.
Me too :salute:
 
I can't see who is lurking in a specific post at the moment, only in the main (SGOTM) Thread I see who's in there - but not in which team's thread. Do you see more information than I do? :confused:
 
Paul#42 said:
I can't see who is lurking in a specific post at the moment, only in the main (SGOTM) Thread I see who's in there - but not in which team's thread. Do you see more information than I do? :confused:

Click on that player (logged into SGOTM thread) and you see
eg - I see now Abegweit is perusing X Team's thread and you have logged off ;)
 
So we won't stay unrecognized too long... :(

We are just too curious and "jeopardise our teams chances by doing this" :D

1. What do you guys think was most important for our impressive game?
(Apart from our extraordinary ability to play in alll aspects of the game :D )
a) early expansion (incl site of London)
b) luck with wonders (Pyramides, ToA, Dutch building Great Wall)
c) good decisions on research path
d) early warfare with neighbours
e) early focus on horses - cavs
f) well timed GA
g) did I miss anything?

2. What would have improved our game most?
a) Republic Slingshot
b) great leaders (at least a single one :sad: )
c) more MoW to rule the seas and bomb coast towns before attack
d) did I miss anything?

Who will write the spoiler?
 
I do not like to read forum threads being logged out. Actually I thought these threads could not be read without being logged in :blush: :jesus:

I would like it most, if it was only the Mods to be able to find out which thread is visited by whom...

I will stay logged in and wait for Klarius to finish his turnset... :scared: :mischief:
 
Strengths

1. The way we got the settler factory up. By far the most important thing about our game. The beginning of the game is absolutely critical because every move you make there multiplies its effect through the entire game.

2. Early war. We expanded nicely. The biggest thing I learned from this game is the power of early war. I have become a great fan of the horseman.

3. Well-timed GA. Yes. Using it to pump out cavs worked out very well.


Errors

1. Missing the Republic Slingshot.

2. Failing to self-research after we missed it.

3. We should have been in Barbaralia earlier.


Luck

1. Wonders. Getting the Pyramids early was important, although with our war footing we could have had it soon enough unless Evil built it. The rest is pretty irrelevant. I'd rather see Evil get the GW than the Mayans.

2. Leaders. Less important than anyone thought at the beginning of the game. We proved that hordes of cavs can do the job. That was A Teams' approach too. I took a closer look at Klarius' game. It'll be interesting to compare his five army assault works out.
 
Paul#42 said:
1. What do you guys think was most important for our impressive game?
(Apart from our extraordinary ability to play in alll aspects of the game :D )
a) early expansion (incl site of London)
b) luck with wonders (Pyramides, ToA, Dutch building Great Wall)
c) good decisions on research path
d) early warfare with neighbours
e) early focus on horses - cavs
f) well timed GA
g) did I miss anything?

2. What would have improved our game most?
a) Republic Slingshot
b) great leaders (at least a single one :sad: )
c) more MoW to rule the seas and bomb coast towns before attack
d) did I miss anything?

I think our start was very good. Only improvement I have so far noticed was Team Woton buying 2 early Incan workers - I believe this contributeed to their very impressive start (even more impressive when you read the log).

edit - I agree with Abegweit the early wars were a major success for us and resulted directly in our early aquisition of wonders and more land for specialist farms

Its interesting that Klarius with monarchy, us with late Republic and A Team with early Rep sling shot will all likely finish within 10 or so turns. I believe our biggest strategic error was to do minimum republic research. Becoming a Republic 10-15 turns earlier would outweigh the cash we saved on min research.

We had luck getting pyramids at perfect time, ToA looked impressive on the charts but I believe had little influence on the game. The most important wonder we got was IMO Leo's allowing us to do mass horse -> cav upgrades.

I believe we did very well with our specialist farms. These were tedious I know, but helped both in getting to MT and Magnetism earlier and in getting more money for upgrades. Avoiding chivalry, I believe was beneficial for these upgrades.

I have no concerns re the timing of our GA. Only question is whether we could have manipulated AI's GA timing better to aid research ( from my recollection they were staggered and resulted in research assistance but if so this was more luck than planning on our part).

From what I can glean I think we were better than most at getting a large army of workers to improve our lands. This was particuarly important with the area around Coventry making this a productive city relatively early

Our bad luck was with leaders. They would have markedly sped our conquest of Barbaria, esp if had 3 or more - perhaps by 5-8 turns. We did not specifically leader fish, perhaps we made a tactical error capturing Sumerian lands instead of leader fishing. Sumeria could have provided us with a large supply of EWs if we had a killing field and cats I'm sure leaders would eventually have come. So whilst it was bad luck, we could have improved the odds in our favour.

The final room for improvement I can think of was we probably left it later than necessary to transport units to Barbaria. Knowing the strength we faced we could have begun ferrying cavs over as soon as we discovered MT not 10 or more turns later (IIRC). Hindsight of course is alwas 20/20.

That might sound like a lot of critisms but most are minor points and I am not sure that the "perfect" game would necessarily be played that way.
 
Abegweit said:
logging out sir. Oops.

You guys still don't want to hide your names in foreign threads, do you? I hope we won't read some times in Team Klarius' thread that he shaved another turn off his victory date just because he knew we had finished... :mischief:

But if you are confident that Klarius will play as fast as possible anyway (what I think), go ahead... :smug: :D
 
What I really regret doing is posting the save, giving our date. In SGOTM8, the last save didn't appear in the list except for members of your own team. This seemed to be the case this time too. Since A's last post was 650 AD (an end-turn date), I assumed that they had won sometime in the following ten turns.

But no, that turned out to be their actual date. :sad:

It would appear the difference this time is that neither of us posted a game which met a victory condition.
 
Ah but isnt that so much better.
I was assuming A Team won maybe 5 turns after their last post, poss Team Klarius will be doing the same?

PS whilst I expect Klarius to mop up in 4-5 turns if they do finish in 9 turns giving identicle date is it not then decided on Jason score (or am I up the creek having consumed far too much :beer: whilst reading these threads)
 
Probably so. It is true that they are unlikely it to take any conclusions from the date. There are other reasons to post a save prematurely, after all.
 
Great game, guys. It was an honour to play with all of you.:hatsoff:

The great analysis of you in the beginning was just impressive.

Again I learned a lot and looking forward to play in this team again in next SGOTM.
 
At least they don't really count us in, they only saw our late government switch... :D

Our odd date might also be a result of a key event or a tired player :rolleyes:

Maybe one of us should download our save, play on and submit again? :hmm:
Would one consider that cheating? :mischief: :crazyeye:

The most important indicator however is our lurking in other threads... ;)
 
Maybe one of us should download our save, play on and submit again?
Please don't :eek:
 
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