SGOTM 10 - Xteam

Nice improvisation Mistfit! I like the way you referred to "our pyramids". :devil:
 
I got it and played a few turns. Have to quit now cause I'm expecting more visitors. Life in the fast lane [pimp]
 
I've got bad news and bad news, so which do you wanna hear first? [pimp]

Turn 0 - 1500 BC London is off 2-turn growth so MM for growth in 2, settler in 2. Realize I don’t have the correct graphics mod so save, exit, install and reopen :blush:
I did play sgotm9, thought maybe I had messed it up cause I ran into some disc issues while installing Civ4, but come to think of it, I probably played that game without the resources mod :blush:

IBT: Incas move S, Byz are homeward bound.

Turn 1 - 1475 BC Worker2/Maya slave --> road on iron. Worker3 is roading towards horses.

IBT: London Settler --> Settler

Turn 2 - 1450 BC Coventry is founded --> Rax. Settler moves towards the southernmost spot on leif’s dot map.

IBT: Hastings Worker --> Rax.

Turn 3 - 1425 BC Worker1/Maya slave --> road. Worker4 move to olive hill SE of Hastings.

Turn 4 - 1400 BC Worker3 E. Worker4 mine. Almost forgot to MM London :eek:

IBT:
Sgotm_10_Iron_hooked_up.JPG

Nottingham Worker --> Rax.

Turn 5 - 1375 BC Warwick founded --> Warrior (followed by worker?). Worker1/Maya slave SE. Worker5 SW. Worker3 road. The Dutch are suddenly willing to trade MM for CoL and Philo (which they wouldn’t on the last turn). Since Philo is already known by 3 civs, I make the deal and get Poly +2 gcs from the Sums for MM.

IBT:
REDBAD!!! These are your people! :mad: :p
Sgotm_10_Dutch_declare.JPG


At Warwick: 3/3 warrior take a HP off 4/4 Dutch warrior:
Sgotm_10_Dutch_take_Warwick.JPG

London Settler --> Sword.

Turn 6 - 1350 BC Worker5 mine. Worker1/Maya slave S (to an unmined BG that I didn’t notice on the previous turn). Fortify settler until Dutch business have been taken care of.

IBT: Nothing.

Turn 7 - 1325 BC Worker1/Maya slave mine.

IBT: Canterbury Rax --> Sword.

Turn 8 - 1300 BC Do something I should have done a couple turns ago:
Build embassies with the Byz and the Maya. Get Maya to declare on the Dutch for CoL and MM, we get 25 gold change. Give CoL and Poly to Byz for alliance vs. the Dutch and 23 gold.
Sgotm_10_Chichen_Itza_Embassy_founded.JPG

Sgotm_10_Constantinople_Embassy_founded.JPG


IBT: Dutch move towards Coventry.

Turn 9 - 1275 BC Whip a spear in Coventry. Move Sword towards Nottingham and Coventry. Upgarde another sword. Meet a barb galley with one of the curraghs so move to sea to escape.

IBT: London sword --> sword. MM to get it in 3 and go to York to work the wheat. Coventry Spear --> Rax.

Turn 10 - 1250 BC Sword1 goes E S to protect workers outside Nottingham. Sword2 moves S S E out of Canterbury. Sword3 (which is not renamed yet) moves SE SE E out of London.
 
Well... I guess that pretty much does it for any farmer's gambit. Ouch!
 
:goodjob: Nice work Capt. :rockon: :rockon:
:cringe: The RNG bit you again. :rolleyes: Can't blame you for the actions of the Dutch! :p

Roster:
Leif - UP
Bugs - On Deck
Gator
Scout
Mistfit
Capt
- Just played and got stung! :eek:

I won't play until tomorrow, but I've got it. C IV tonight.
Looks like we play to survive until the Dutch expend themselves. I don't think we're ready to go after them. Besides, it is not their territory we want, atm. ;)
 
I dunno about the RNG... sometimes the AI just decide to pounce on you ... they seem to "know" when the RNG will be cruel to the human player. We'll bounce back.

Are those of us that aren't "up" allowed to look at these interim saves? I might like to have a look at the tactical situation.

For those on the team who I haven't played with before... I ... rather enjoy the tactical stuff. :D
 
@scout: You may look, but don't play - take no actions that would expose information not currently available to the team. That includes doing trades, settling towns, fighting, moving units. The safest bet is to open the save with CivAssist 2.
 
AlanH said:
The safest bet is to open the save with CivAssist 2.
I'll look for CA2 later... I'm using a rather old version of MapStat...it won't open multiplayer games...

But I'm not going to mess with it at all unless Leif wants me to. And I suspect he wants to play tonight.
 
scoutsout said:
I'll look for CA2 later... I'm using a rather old version of MapStat...it won't open multiplayer games...

But I'm not going to mess with it at all unless Leif wants me to. And I suspect he wants to play tonight.
Please feel free to download and look at the saves. :cool: I do it between every turn set. As Alan says, please look and feel free to offer advise, heaven knows I need all I can get. :) However, you can not play it as you may gain knowledge you (we) should not have.

I ran into a little C IV SGOTM problem, so I may have time to play some tonight. I am just about to open it myself and check the situation out. :crazyeye:
 
Okay... the first thing I screwed up was in loading the 2150 BC save instead of the 1250 BC save... hopefully that won't get me in trouble for "reloading". :crazyeye:

Whipping a rax in York will cost us a citizen.

We can whip an archer or spear out of Nottingham for a citizen.

We've got some alliances going with Theodora and the Maya. Apparently Wiliam doesn't know the Dutch yet. We need to make it a priority to do one of two things:
  1. Keep Williams warriors from meeting the Inca...
  2. Getting an embassy with Inca so we can pile them on against William.

I would whip an archer out of Nottingham. That will give you options. I could post more ideas... but much of it is based on "if wiliam does this, then you can do that...."

Whip an archer in Nottingham.
 
I've completed 5 turns. William's Warriors have expended themselves on Capt's Spear in Coventry. The Alliances Capt set up have kept the Dutch away, so I am about to rebuild the town they destroyed. Have started building Horseman.

The Inca are building like madmen, so I think we should prepare to go after them next, perhaps?
 
The good news is that we have rebuilt our lost city. The better news is we have Rax and are starting to get an army together to attack someone. :D
Incas?

The SAVE

Turn Log:

Pre-flight
Turn 70 – 1250 BC
London needs a Rax, but we don’t have time, atm. Swords can promote as they kill Dutch troops.
Capt has things pretty well set up. Good thing there is a Spear in Coventry.
Theodora has a need for Map Making, but has nothing to give for it, so we’ll wait on trades.
Let’s see what happens, press enter.

IBT
Dutch Warrior attacks Coventry and dies against our intrepid Spear, who loses nothing and promotes to Vet.
Dutch Vet Warrior moves onto Marsh near Coventry.
Horses are connected. :thumbsup:

Turn 71 – 1225 BC
Worker1 NE and NE, mines.
Mayan Worker gets number 99, E, E and SE onto BG.
Swordsman2 E and S.
Sword3 SE onto Iron Hill.
Sword1 S.
Worker3 N.
Move Curraghs.

IBT
A Vet Dutch Warior attacks Sword1 and dies, Sword1 is now 2/4.
A Reg. Dutch Warrior attacks Coventry and dies against our Spear, now 3/4.
Curragh1 sinks in a sea tile (I was running from a Barb Galley). :cry:

Turn 72 – 1200 BC
Sword1 enter Coventry.
Sword3 S.
Worker5 S. Worker99 mines.
Sword2 enters Nottingham.
Worker3 roads.
Curragh2 finds the Barb City of Chehalis, which shows a Reg. Spear.
Change build in London from Sword (1 turn left) to Rax (due in 2 turns).

IBT
We are notified that The Barb Nation is building The Great Lighthouse. So they can build wonders! :p

Turn 73 – 1175 BC
Sword1 fortifies to heal.
Sword3 heads for our ruined city site, NW.
Worker2 E and S.
Mayan Worker is renamed Worker98 and moves east and northeast.
Sword2 fortifies.
Worker5 roads.
Curragh2 SW and S.

IBT
In Barb Nation land we see a Reg. Spear (1/2/1) and a Vet Warrior (1/1/1). They're human. :D
London Barracks => Horse.
York Barracks => Sword.

Turn 74 – 1150 BC
Worker98 NE. Worker2 roads.
Sword3 W.
Wake Settler S and S.
The Mayans have Construction.
The Dutch are willing to negotiate, but I don’t want to ruin our rep. :nono:

IBT

Turn 75 – 1125 BC
Settler SW.
Sword3 W to meet up with Settler.
Worker98 roads. Worker3 S and W, mines.
Curragh finds another Barb city, all are showing Reg. Spears.

IBT
The Dutch request an audience, they want peace. They would give us the city of Utrecht and some Gold for peace, but not yet as we have Alliance Treaties.
Canterbury Sword4 => Sword.
We are notified that The Barbarians are building The Pyramids.

Turn 76 – 1100 BC
Sword4 S, S, E.
Workers 1 and 3 S and SE.
Settler and Sword3 SW.
Worker4 roads.
Hastings flip risk is increasing, now it is between 0.4 and 3.3%.

IBT
The Barb Nation bombards our Curragh with something that redlines it immediately. :eek: Can they have those fancy cannons already? :sad: Requires gunpowder?
London Horse => Worker.

Turn 77 – 1075 BC
Horse1 S and SW.
Sword4 E, E and E, doing a recon of Cuzco.
Workers 1 and 3 road.
Coventry is connected. Workers 2 and 5 W.
Settler founds the town of Newcastle and starts a Rax. There are regular barbs all around.
Sword3 fortifies in Newcastle.
Curragh2 keeps sailing on, redlined.
Byzantines have Construction, I wonder if they’d trade?
They want Map Making, 137 Gold (all we have) plus 8 GPT. I decide to wait for now.

IBT
The Incas ask us to vacate their territory, so I apologize to them.
London Worker6 => Horse.
The Incan city of Cuzco has completed the Pyramids, even more reason to make Inca our first victim!
The Sumerians are building The Temple of Artemis.
The Barbarian city of Barbarian Stronghold has completed The Mausoleum of Mausollos.

Turn 78 – 1050 BC
Sword4 retreats from Incan territory.
Workers 2 and 5 begin clearing a marsh near Coventry.
Worker6 S and S.
Horse1 SW and attacks a Barb Warrior to the west. Defeats him, losing 1 HP.
MM York for shields. Adjust Lux Slider to 40%.

IBT
Nottingham Rax => Horse.
The Dutch, Maya and Byzantines are building The Temple of Artemis.
The Byzantines are building The Great Wall.

Turn 79 – 1025 BC
Sword4 fortifies.
Worker6 roads.
Horse1 fortifies to heal.

IBT
York Sword5 => Sword.
The Incas are building The Temple of Artemis.

Turn 80 – 1000 BC
Workers 1 and 3 move SE and E.
Sword5, misclicked E.
Horse1 E and E.
Sword1 NE, N and N.
Sword2 N and fortify.

After Action Report.
We have begun the buildup of units to attack whoever we choose to be first. I would like to nominate The Incas. Cuzco is starting to seriously affect Hastings and they have the Pyramids there! They may also be building the Temple of Artemis there?

I have begun moving troops to the location of Sword4, 1 tile north of Nottingham. I have not built an Embassy with the Incas yet as we can use that to check out their defenses in Cuzco. Our Army consists of 6 Workers, 4 Warriors (all regular), 1 Vet Spear, 5 Swords (4 are vets, iirc) 1 Vet Horseman and a redlined Curragh.

We are 25 turns from Republic with 181 Gold in the treasury and we’re making 14 GPT. We can trade Map Making, 181 Gold and 9 GPT to the Byzantines for Construction. We have 8 turns remaining in our Alliances with Byzantines and Mayans against the Dutch.

There are a lot of Barb Nation towns along the coast, our Curragh finds a new town nearly every turn. The Curragh was redlined by something that fired a it and made a huge boom sound, almost woke my wife!

Good luck Bugs!!

EDIT - OOpps, sorry, forgot the screenie.
 
Mistfit said:
Wow I hope that war was no from somthing I did not did not do.
Nah!! :p
Mistfit said:
Way to handle a tough situation Capt.

Go leif! Kick some Dutch arse... I hope no CDZ guys are lurking in this :D
The Dutch were too far away, atm. :( I think the Inca should be a nice target, although not exactly easy. :rolleyes: :mischief: :cool:
We still need a few more troops.
Bugs, I recommend we build an embassy in Cuzco and see what they have in store for us there? :D

Roster:
Bugs - UP
Gator - On Deck
Scout
Mistfit
Capt.
Leif
- Saved by the Capt's quick and fancy footwork! :goodjob:

Good luck Bugs, let's get ready to claim those Pyramids! :hammer:

EDIT - Sorry Mistfit, I forgot to ask why you hoped the CDZ guys aren't lurking. Do you owe them something??? :mischief:
 
Mistfit said:
A good portion of them are Dutch :p

Edit for me:
Great turns leif :goodjob:
Oh, well we didn't hurt them much. :cringe: Although they might give us a city, if it doesn't grow too much in 8 turns. :mischief:

Thanks! Capt had it set up real nice though!! :goodjob: :goodjob: :goodjob:
 
:lol: Thanks, leif. I don't think my turns were much to brag about in particular. That said, I don't feel I could have done much differently either ;)

Good turns, leif :goodjob: Time to :hammer: the Incas? :rockon:
 
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