SGOTM 10 - Team Liz

Abegweit said:
I am coming to the conclusion that we don't really need, or even want, research partners....What we do need is to clean out this continent ASAP. For that we need to time the moment when the AI enters the next age. I really don't want to see feudalism out there and especially not in the hands of the Dutch. With that in mind, do you suppose we could convince them to join our war against the Maya? :mischief: Maybe in exchange for that lux?
It doesn't really need to alter the plan. I don't count much on the Dutch as research partners, so dragging them into a war isn't bad. Im not very afraid of the swiss merc as at the moment the Dutch don't have iron and the Byzantines don't have a spare one. I do would like the Byzantines to stay around for some time though, to use for leaderfarming. And Thea does look quite harmless ;)
 
Redbad said:
I think so too, but couldn't the trade route go also through byzantine waters?
The trade route can go through Byzantine and unoccupied waters to the south as well as through the Mayan waters to the north. If the Mayas build a city near the deer on that little peninsula, the route will be broken. We could beat them to it but the other question is: how much do we really need our rep anymore? :mischief:
 
Abegweit said:
how much do we really need our rep anymore? :mischief:

It would be nice to keep it to acquire new era techs by the sci civs for example.
 
Redbad said:
It doesn't really need to alter the plan. I don't count much on the Dutch as research partners, so dragging them into a war isn't bad. Im not very afraid of the swiss merc as at the moment the Dutch don't have iron and the Byzantines don't have a spare one. I do would like the Byzantines to stay around for some time though, to use for leaderfarming. And Thea does look quite harmless ;)
There could easily be an unconnected source somewhere, even in the Low Country.

Agreed that it is be would be fun to smack around Theo for a few hundred years. Get that Dutch bugger too. :p Leave him the three cities in the southeast corner. Poor farmin' down there. No iron minin nither, so we can whup his butt too. :lol:
 
I still value my trade rep, we can trash our ROP rep.

After ample considerations I propose the next:

-dow Maya shortly and drag in Dutch
-on the offensive against Maya
-get a rop with Sumeria and try to get them in the war (for a stray tech?)
-when strong enough betray Sumeria
-get a courthouse in Cuzco and the FP started
-get some units to the 1-tile islands
 
Redbad said:
Just another thought:
Down to the SE (where Australia would be :D ) there are some 8 islands. It just might be possible that the barbs don't poses a 1-tile island now, but will start to settle these islands in the nearby future. If we could prevent them settling the 3 1-tile islands, we then would have a huge advantage over the teams that don't.
What do you guys think of this?
It's obviously right to settle them but if the barbs appear in our waters, we will have made a huge mistake. They should never get through our blockade. Dr. Evil is not the first leader in history to feel the power of the Royal Navy.

Rule Britannia! Britannia rules the waves!
 
Abegweit said:
Don't trade hard-earned cash for them. Give them techs that they can't use.

There might be situations where we need that free tech urgently and do not have any optional techs left to trade it for. Like steam engine if we have bored workers :rolleyes: or computers if we want to build the internet faster (hope we never get there :( )

Given our current situation we might want to give republic to the dutch (and everyone else) anyway to prevent them from pop rushing. In that deal we could get lux and MP against Mayas. In that case of course the lux deal would end with elimm... elem... :blush: finishing off the Mayas. :(
 
Redbad said:
I still value my trade rep, we can trash our ROP rep.

After ample considerations I propose the next:

-dow Maya shortly and drag in Dutch
-on the offensive against Maya
-get a rop with Sumeria and try to get them in the war (for a stray tech?)
-when strong enough betray Sumeria
-get a courthouse in Cuzco and the FP started
-get some units to the 1-tile islands
Looks good except for the last. The one-tile islands are low priority. The Deer peninsula is more important if you want to save your rep. WRT that, Theo will give us ROP straight up. So will Gil for that matter.
 
If Paul and Abegweit agree with post 306 I'll start my turnset
 
Abegweit said:
Looks good except for the last. The one-tile islands are low priority. The Deer peninsula is more important if you want to save your rep. WRT that, Theo will give us ROP straight up. So will Gil for that matter.
I didn't plan on bringing settlers to the 1-tilers, but just some stray units.
 
I don't like too much getting Sumeria into a war where they have to travel our territory... I can't stand seeing so many cheap victims passing by :sniper:

At least we won't get many chances for leaders by drawing too many rivals in there. :(

Yet I know I am too chicken in most games, waiting till I got an absolute superior force... :rolleyes:

So go ahead with your plan if you think it's best.
 
Paul#42 said:
There might be situations where we need that free tech urgently and do not have any optional techs left to trade it for. Like steam engine if we have bored workers :rolleyes: or computers if we want to build the internet faster (hope we never get there :( )

Given our current situation we might want to give republic to the dutch (and everyone else) anyway to prevent them from pop rushing. In that deal we could get lux and MP against Mayas. In that case of course the lux deal would end with elimm... elem... :blush: finishing off the Mayas. :(
I would give Gil and Thea gpt for their free MA techs and then betray them. If we need techs from new era's we could possibly bring Dr. Evil up to it as well if we gifted Gil and Thea.
 
Redbad said:
I didn't plan on bringing settlers to the 1-tilers, but just some stray units.
It's very low priority and I see no reason to waste time building a galley ATM. If the AI builds there, we can always take the city in a peace treaty if we want. The curragh, BTW, should try to see if he can reach barb shores.

One other thing: get the Mayans to dow on us. It should be easy to do.
 
Redbad said:
I would give Gil and Thea gpt for their free MA techs and then betray them. If we need techs from new era's we could possibly bring Dr. Evil up to it as well if we gifted Gil and Thea.
Excellent point. We would, of course. The conclusion is that all research after the early ME is self-research and that the only purpose of local AIs is leader-farming.
 
It's not the AI settling there I'm worried about. It's Dr Evil and we can't get it from him in a peacedeal. If we shipped units to the islands and didn't need to, it will have cost us a premature galley and some warriors/archers. If we didn't ship units to the islands but needed to, then we have to research to marines. I don't want to take the risk for the mentioned price.
 
He won't be around for a thousand years. Pirate ships come with Astronomy. If we play the game right, he never will. Actually... now that I think of it, there is one risk.

What if someone settles one of those islands and then it flips? :eek: :eek: :eek:

I agree. Get some units there. No settlers until we have eliminated the flip risk.
 
Alright, I'll study the posts again and do my turns.
 
Redbad said:
I would give Gil and Thea gpt for their free MA techs and then betray them. If we need techs from new era's we could possibly bring Dr. Evil up to it as well if we gifted Gil and Thea.

Abegweit said:
Excellent point. We would, of course. The conclusion is that all research after the early ME is self-research and that the only purpose of local AIs is leader-farming.

I think different. Dr. Evil won't get a single tech if we do it the usual way :evil:: We reach a new era, gift all needed techs, grab free tech and eliminate him, all in the same turn before he can tell Dr. Evil :D

Of course this only works once with every sci AI :sad: :cry: :D
 
Abegweit said:
What if someone settles one of those islands and then it flips? :eek: :eek: :eek:

I agree. Get some units there. No settlers until we have eliminated the flip risk.

How much a flip risk can it be?!? No overlapping culture, distance from opponents capital extremely high - 1-2 warriors should easily do the job to take the risk to 0, right? But of course, no need to hurry, and it's only one single island we are talking about, right? It will probably be the last to be settled (unless there is a strategic resource there :crazyeye: ). Low priority.
 
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