SGOTM 10 - Xteam

Let's see... I'm either at the end of turn 3 or turn 2... depending on how you count that first turn...

Dial up Sumeria and trade Writing +1g +1gpt for Mathematics.
Dial up Maya and trade Writing+Mathematics for Iron Working, Mysticism, and 15g.
Dial up the Byzantines and trade Mathematics for The Wheel+3g.

NOW we're at the end of the 2070 BC Save. Iron is located on a hill 2 South of York. Ponies E-NE of York. Queue up Philosophy, ratchet science up to 80%, due in 17 at -2gpt.

Turn 3 or 4/2030 BC ... move the settler out, scouting with outlying units... some Dutch Curraugh block a westward movement.

IBT - London trains a warrior, starts a settler, MM for food.

Turn 4 or 5/1990 BC - take London's new warrior south to bust fog and look for settling sites. Move the worker to a plains tile... trying to avoid wasting a worker turn.

I think I pulled a real :smoke: move here.. the whole world knows horseback riding, and I bet I could have snagged it next turn if I'd traded a little better.

IBT - a Chasqui scout is poking around on the peninsula W of London.
York trains a warrior, starts another.

Turn 5 or 6/1950 BC - Philosophy is now due in 13, but we're losing 4gpt. Worker has finished roading at York, moves to Floodplain SE of York Nottingham founded, queue up a warrior. Irrigate a plains tile at London. New warrior heads to London to help out with happiness.

IBT - a sumerian worker pokes out of the fog.

Turn 6 or 7/1910 - Philosophy due in 9 at -2gpt. Southward scouting warrior finds a barb camp. Start irrigating a FP at York.

new18of.jpg


IBT - Barbs and Chasqui scouts move around.

Turn 7 or 8/1870BC - move some warriors into the path of some barbs. One curraugh has reached the western jump-off point.

IBT - Gilgamesh dials us up and demands 11g... our entire treasury. Since this will cause the loss of a unit or our Granary at London, I tell him to pack sand...and he does. Wow.

We lose 1 scouting warrior and another is redlined by attacking barbs. Our guys were on hills too. London equips a settler, starts another.

Turn 8 or 9/1830 - Our westward sailing curraugh spots some sea, with what looks like coast behind it. Philosophy due in 8 at -2gpt, with 9 in the kitty. Fortify the redlined warrior. Settler moves out.

new20ky.jpg


Turn 9 or 10/1790 - Settler moves out.

Our westward sailing curraugh has survived to cross the ocean, and met...

new37be.jpg


I'll go one more.

IBT - York trains a warrior, starts an archer.

This would be Turn 10 - Philosophy due in 5 at -2gpt. Hiring a Scientist in York gets it in 5 turns with research at 70%, with breakeven gpt. (Citizen working irrigated Floodplain... still growing...)

Spot some dyes ... and 2 Byz Warriors+2 spears in the jungle... I hope they're playing whack-a-barb.

new49fx.jpg


Philosophy is due in 5 at breakeven with a scientist on the payroll at York. Here's our empire:

new58wd.jpg


Here's >>> The Save <<<
 
:goodjob: Looking good Scout!! :hatsoff: :banana: :rockon:

You have found the dreaded Barbarian Nation! :cool: They kind of look like Romans on steroids? ;)
I wouldn't worry too much about trading. With Philosophy, we should be able to get HBR!

Roster:
Mistfit - UP
Capt - On Deck
Leif
Bugs
Gator
Scout
- Just played. :thumbsup:

Need to prep for battle! Got to get those horses and iron hooked up.
 
If we manage to pull off Philo->CoL... and start in on Republic at minimum...we should be able to accumulate the gold needed for a warrior-to-swords gambit versus Inca. What do you guys think?
 
scoutsout said:
If we manage to pull off Philo->CoL... and start in on Republic at minimum...we should be able to accumulate the gold needed for a warrior-to-swords gambit versus Inca. What do you guys think?
Yes, I think that would work just fine. So, we need to hold off on connecting until we have enough Vet Warriors ready for upgrade. Not that we can connect yet anyway.
 
Very :goodjob: scout
We have secured resources, now all we have to do is sandbag our opponents until we can hook up and :hammer:

Good luck, mistfit.
 
I've attached a map for discussion. I have assumed (that word again ;) ) that the settler is heading for the Warrior on the hill.

We need to do a couple of things:
1. Get the Iron and Horses within our cultural borders.
2. Get enough production to build an army of conquest.

To accomplish this, I think we need at least 3 more workers and clear the marsh tile labeled as number 2 on the map. This should give us the iron we need. Then we can use the workers to get everything connected and developed for max production for some serious :hammer:

The current settler locating where Scout selected should give us the Horsies we need.

There is already some flip probability going on, nothing serious yet. We will eliminate it by taking those cities! :mischief: I think we will prolly end up taking most of our future cities versus building them?

Workers are important now, imho. Also, shouldn't we be producing warriors, in cities with Barracks for upgrade to Swords? :cool:
 
Mistfit said:
good turns scout. do we have a proposed dot map? Is the settler in the last screenie going to be settling on the hill where the warrior is?

That spot will have a high flip chance later but since we plan on warring I'd settle there. Besides it is on the river, no aqueduct. We only need about 5-7 cities then start putting our shields into troops.

BTW, nicely done Scout. We found the enemy.
 
Mistfit said:
Will play in about 5 hours from this post so any final words of encouragement or plans...
Yah! :p
:) Good luck, and have fun!! :cool:
 
Looks like the whole team saw that warrior on the hill waving the settler on. :D

On the dotmap... I was surpised there wasn't a coastal/plains city site plotted NE of our Capitol. We've already got a worker irrigating/roading on that side of the river. Plop a town 3 NW of York, and we get ... whatever that resource is 2NW of York. Plains tiles are fairly easy to develop in despotism.

Consider moving Site 2 to a location E-SE of that position. It's clear into the marsh, but it's a jungle tile (with plenty of food) that won't need to be cleared before settling. It can share a few decent tiles with Nottingham until we can get stuff cleaned up a bit, and we'll get Iron with an eventual cultural expansion from the capitol.

I'll admit, that jungle site is not a great site.. but just look at and consider it. Clearing marsh at this stage of the game is a real pain.

Just my $0.02. @Bugs: Should I do up one of my dotmaps after Mistfit's turns?
 
Good suggestions. Here is version 2 of the dot map. Founding these 4 towns will give us 7. I think we still need those workers. We should be able to get one out of York soon. London can pop some too after we get our settlers out.
 
@Leif: In the long term, your #2 is a better site than the one I suggested... with all that coast, a potential commerce powerhouse.
 
Scout - yeah, I love your dot maps. More hulu girls needed.
 
scoutsout said:
@Leif: In the long term, your #2 is a better site than the one I suggested... with all that coast, a potential commerce powerhouse.
Thanks for getting me to look up there. Don't know why I missed it before? :crazyeye:
Sir Bugsy said:
Scout - yeah, I love your dot maps. More hulu girls needed.
I'm all for that! :thumbsup: :groucho: :banana:

Good luck Mistfit!! :cheers:
 
OK - this is my first SG turns... In a LONG time.

Pre-turn:
Looks like everyone knows HBR and that's about it.
Everyone is reasonably happy.
Nottinham is a mild flip risk .225%
Philo due in 5

Hit enter and away we go :D

IT:
Lots of units milling around a bit worried about the Byzantine)

Turn 1 (1725 BC)
Move warriors around to do some scouting (following the Byzantine stack north to see what they are up to)
Curraugh 1 travels due East (does not find land that way)
Curraugh 2 travels north around the Barb island
MM London (buy scientist to keep city happy still settler in 2 growth in 2 Philo in 4 :D +0 gpt with me being able to put Yorks worker back to work)

IT:
Sumerians building our Pyramids
Sumerians completed our Oracle
Lose sight of the Byzantines behind a mountain

Turn 2 (1700 BC)
Move workers and scouts
Curraugh 2 move and finds the W side of Barb island ends in the sea
Philo dtill due in 3

IT:
London Settler to settler
The Bzy are building the Pyramids so are the Incans

Turn 3 (1675BC)
Settler moving towards leif's #2 Spot
Settle Hastings on scouts hill start a worker... both due in 10
Curraugh 1 makes it to coastal waters and starts south around barb island (they have goodie huts)
Philo in 2
I think I found what the stacks were doing... I think it was a barb settlment

IBT:
The Byz and the Mayans move to the south. Barb hut must have been popped
The Mayans have 2 workers for sale but I have nothing to trade

Turn 4 (1650)
Scout and work
Turn down science and Philo still in one

IT:
Philo in choose Codes of Law
Codes of law in choose Rep
Nottingham warrior to warrior due in 5 growth in 5
Barbarians building the Colossus

Sumeria settled Kish too close to where we wanted to settle city #2 (I'll have to improvise)

Turn 5 (1625BC)
Turn science to 10%
Move and scout

Trading -
Philo to Incans for HBR and 45 Gold
Philo to Maya for 2 workers and we throw in 50 gold (prolly should have given it to them first)
Philo to Byz for 14 gold

Not bad I suppose

IT:
The dutch complete the Colossus
Sumeria learns Poly

Turn 6 (1600 BC)
Settle Canterbury in a new and improved spot :p starts a Rax

IT:
Incans learn Poly... and have an extra spice

Turn 7 (1575 BC)
Not much

IT:
London Settler to Settler
Ditch Building the Pyramids

Turn 8 (1550 BC)
Work and Move

IT:
Production in York Sabotaged...grr one turn away from an archer

Turn 9 (1525 BC)
Interesting note... Unless I saw somthing wrong I still have 9 shields in York so I switch to a worker

IT:
York Worker to Rax
NottingHam Warrior to worker
Byz building Mausoleum of Masollos
Netherlands learns Map Making

Turn 10 (1500 BC)
Move some troops to head off the Byz. They are probably just scouting but better safe than sorry


Hand Down Report
Netherlands will part with Map Making for Col, Philo and 57 gold
Feel free to change any of my builds I take no offense
I have workers on the iron although that is prolly not where we want them
also a worker headed to the Horses
The settler is headed to the Jungle one south of where he is. We can connect it to the rest with one road thru the woods
We are average in Military strength to Sumeria weak to every one else
The barb Lands are HUGE :crazyeye:

Our Lands:
our_lands.jpg
 
:goodjob: Nice work Mistfit! :hatsoff: :cheers: :rockon:

Good expansion and we now have some more workers. :thumbsup:

Roster:
Capt - UP
Leif - On Deck
Bugs
Gator
Scout
Mistfit
- Just played! :D

We have 7 Warriors, but 6 are Regular and 1 is Vet. I think we should try to build Vets now for upgrade to Swords. Hastings is up to 2.7% flip risk and needs 11 units to eliminate it. We prolly have 15 to 20 turns to eliminate the source of that risk, The Incans! :hammer:

Nice call Scout on the southern city, once we get the Marsh and jungle cleaned up. I wonder what will happen to the fish when the Marsh becomes Grassland? I've never seen that before, fish on grass? :crazyeye:

Do we want to attack with Swords or Horsies, or both? Perhaps build Vet Warriors for upgrade and once we start warring, build Horses?

OK Capt, let's see some builder magic! :cool: :rockon:
 
leif erikson said:
I wonder what will happen to the fish when the Marsh becomes Grassland? I've never seen that before, fish on grass? :crazyeye:
It's like grass with a fish on it. Works the same as every other food bonus, once it's been cleared. You can irrigate it, too, for +4 food in Despo.

Btw, not a got it. My parents are visiting today and I need to be sociable :( :joke:
 
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