SGOTM 10 - Xteam

I played my turns in the other SGOTM first, so I have not gotten to this one yet. Mistfit if you can play post a got it. I'll do the same before I try to play tomorrow night. I worked until 8pm so I didn't have time to play both SG's tonight. Sorry for dragging this out.
 
Don't sweat it guys... last time I looked there were several teams that were a few turnsets behind us in play. I think a lot of people took the holiday weekend away from Civ... (I took my nephew crabbing :D )
 
scoutsout said:
(I took my nephew crabbing :D )

You can get some medicine for that at the local drugstore. :p

This is an official got it and playing the game now post.
 
Preturn 160 - 450AD
still have my headache so I queue up some Sundays on the CD player (not exactly war music)

review the F screens - we are WEAK to the Barb Nation, even with 82 units - scary
we're 2nd in most key demographics, safe to assume who is numero uno
turn off animate our moves
fog gazing reveals no clue to the mysterious 5th city

lower lux to 30% - cities appear OK
increase sci to 30% Guns in 7 now at +3gpt, I want to see where the saltpeter is, could determine who to attack next
wake 2 MDI's - 1 joins the stack of trebs the other will catch-up to them next turn
switch Newcastle off worker to aqueduct
switch Vilcas off worker to courthouse (city is at +3spt, almost went with more military instead)
some minor mm of a few cities

finally hit enter button

IBT - SUM LB takes out our pike on the Western Front, another comes out of the city / BYZ dromo sails along our southern coast
Dover worker => MDI

Turn 161 - 460AD
MDI kills that lucky SUM LB, decide to use the trebs on the other LB outside of Hack-a-Shaq giving time for the 4 other MDI's in the area to catch up
get the healing sword army out of Umma (I hate leaving armies in a city past the turn of capture)

IBT - SUM LB out of Bad-tibira dies / wounded LB retreats / BYZ ask us to leave (I sent the horse on the Eastern Front out to try to bust some fog) / 3 BYZ dromos touring the southern coast
Nottingham library => MDI
Canterbury market => MDI
Good News -

Xteam_SG10_008.jpg


Turn 2 - 470AD
Advance on Bad-tibiria & Erech
Advance on Hack-a-Shaq

IBT - SUM LB kills an MDI up North / dromos still moving west along our southern coast / MAYA demands we move (got a warrior infringing on their lands)
Coventry market => MDI
More good news - BYZ build Sistine's for us as well

Turn 3 - 480AD
SUM learned Guns also, we're down to 1 turn at 20% so no need to trade for it
Bad news is our warrior in MAYA lands spies muskets in defense
take out the SUM LB

Battle of Bad-tibiria
trebs go 8 of 12 reduce 2 rPikes to red and 1 rEW to red, then reduce city pop to 3 - some damn fine shooting boys
vMDI vrs 1/3 rPike - we redline but win
eMDI vrs 1/3 rPike - we redline and win, no promo
eHorse vrs 1/3 rEW - we win, down 2hp, no promo
Xteam_SG10_009.jpg


city is ours at a nice size 2, with 2 workers - start a treb to face the muskets later

horse and warrior explore more since they weren't kicked out
settler founds Brighton near BYZ border

Battle of Hack-a-Shaq
Scout must be training our treb operators as we go 3 of 4 reducing a vEW and a rEW to 2hp left
vMDI vrs 2/4 vEV - we take a hit from an LB but win
vMDI vrs 2/3 rEW - we win, down 1hp and promo to elite
vMDI vrs 1/3 rLB - we win on first shot
city is ours - start a harbor

IBT - More good news - apparently the dromos were not modded for no ocean travel, so that group of them may be headed for Barb Nation
Gunpowder is in - set to Chem since Theo and Chiv are both available via trade
London library => market
Ur worker => worker (since city still in resistence)
More good news - we have a source of saltpeter near the mountains in the center of our land and I can't see anybody elses salt, but we know the Mayans have some

Turn 4 - 490AD
horse and warrior continue busting fog - haven't found the mysterious SUM city yet - Correction yes I have
Xteam_SG10_010.jpg


there is another landmass or atleast some islands to the south of BYZ - both the Dutch and Sumeria have a city border that is visible on the edge of the fog

set science to 40% for Chem in 13 at -2gpt

Battle for Erech
since a rEW is on top I don't wait for the trebs
vMDI vrs rEW - we redline and win
vMDI vrs rEW - we win no damage
city is ours, with an aqueduct

capturing the 2 cities pushed our gpt back to the + side

IBT - BYZ finally expell our horse / MAYA do the same to the warrior
York market => MDI
Oxford worker => worker
MAYA are building Bach's (that means they are up to Music Theory)

Turn 5 - 500AD
the exploring warrior heads back home, Seanag decides to peer into some more fog thanks to a nice expulsion

Battle for Zabalam
again with only a rEW on top I've already started the trebs towards the south
vMDI vrs rEW - we win down 2hp
vMDI vrs rEW - we win down 2hp
city is ours and another worker

The Sumerian Peace Talks
Xteam_SG10_011.jpg


(Note: that white dot in the middle of the square in the minimap is where the new Sumerian capital is - that should be far enough away to prevent flips for awhile.)

we get Theology - all they had to offer
this deal will obsolete the Oracle which was doubling our temple's so to be safe I'll up the lux slider for a turn then adjust it - hopefully the end of the WW will negate the impact

We are even in techs with the Dutch, down Chiv and Educ to both the BYZ and MAYA, down educ to SUM (couldn't see that due to us not having Theology)

That's it for tonight, I'll play the next 5 tomorrow.
 
Way to go Gator! :hammer:

@Leif: Maya, yes. Let's get 'em before they get too well entrenched. I've taken on Rifles with MDI and Trebuchets... a few muskets won't slow us down if we fight methodically.
 
:rotfl:

@Gator: I was wondering why I couldn't see the updated results on the progress page... last night I missed the last line in your log that indicated you still have another 5 to go in order to finish the turnset.

@Bugs: Is one of my "kill ratio" or "force preservation" mantras appropriate as we get ready to go after defenders with magic firesticks?
 
scoutsout said:
@Bugs: Is one of my "kill ratio" or "force preservation" mantras appropriate as we get ready to go after defenders with magic firesticks?
Yes, both!! :mischief:
 
I'm back, but working double time until Monday (also weekend), so please skip me.
 
New night new CD, since the headache is doing a little better we switch to some Jethro Tull

Preturn 500AD
check to confirm WW is gone, yep, lux down to 20% sci up to 50% - Chem in 9 at -5gpt

IBT - BYZ ask us to leave
Cuzco courthouse => rax
Nottingham MDI => market (almost went for courthouse)
Canterbury MDI => Harbor (so it can grow larger than 8)
Vilcabamba courthouse => MDI
Isin worker => harbor

Turn 166 - 510AD
Only 2 cities left in resistance, realized I moved the archer out of Isin so there has been no one there to quit the natives, start the archer back to Isin

Fire some taxmen and put them back to work, this takes us to -gpt, I disband 2 of the rWarriors, we've got a few markets coming online soon so that will help, I'll leaves us -gpt for a few turns

Massive troop move south continues - Mayans are the targets

IBT - BYZ dromos still off the southern coast but I only saw 2, I saw 4 earlier
Hastings market => library
Coventry MDI => MDI

Turn 167 - 520AD
Troops marching in formation

IBT - BYZ dromos still moving west / MAYA ask our horse to leave, soon I promise only a little more fog to clear
York MDI => MDI

Turn 168 - 530AD
Troops almost in position

IBT - MAYA move an archer and a crusader up next to my POD (pile of death, not quite a stack yet)
Canterbury harbor => MDI
Liverpool courthouse => rax
Dover MDI => library
more good news - BYZ build Leo's for us, then start on Copernicus'
Bad news - so are the Barbs then this pops up

Xteam_SG10_012.jpg


Turn 169 - 540AD
I was hoping to have our horse expelled but that didn't happen so I'll need to wait another turn to get him out of there

our POD is now truly a SOD

IBT - Newcastle aqueduct => library
MAYA & BYZ are building Bach's

Turn 170 - 550AD
I hope this is honorable - I get the horse out of Maya lands first, then
I try to extort Chivalry, they refuse so like any overpowered AI would do I issue DOW

Didn't want to give the Crusader a chance to run so I hit him with a treb shot and take him out with a vMDI
See if I can sucker a Mayan LB to go after one of our warriors during the IBT

First Target
Xteam_SG10_013.jpg


Second Target
Xteam_SG10_014.jpg


After Action Report
1) I started the Mayan War for you, have fun
2) Chem is due in 4 at -5gpt
3) We should reduce BYZ after we hit Maya so we can get control of Leo's and start building some horses for cav upgrades. Don't forget to get some techs for peace before finishing off the Mayan

I'm gone all next week (no internet either), I expect us to be gearing up for the assault on barb nation by the time I get back.
 
Nicely done Gator! :hammer:

For the Next Better Player, I offer a "box of rain", and a little tactical pointer that's helped me once or twice.

It's just a box of rain
I don't know who put it there
Believe it if you need it
or leave it if you dare


When fighting decent defenders (muskets or rifles) with aging armies (swords and MDI) I find it helpful to consolidate the armies in a stack, and simply wear down the defenders. If you can't redline all the city's defenders with a round of bombard units, attack the healthiest defender with one army, and then wait a turn. Since armies can heal in enemy territory, that army can rest the next turn, while a second army takes on the healthiest defender. Rinse and repeat until the bombard units can redline everything. Don't touch the individual attackers until they attack only redlined units.

In general, we need to fight methodically and deliberately until we own this continent. As our front moves further and further from our core it will become increasingly difficult to reinforce a stack. Since units must be left behind to secure what's been taken... we must maintain a high kill ratio strive to preserve as much of our fighting force as possible.

Okay... end of sermon, amen. Now let's go out and kick some Barbarian butt.
 
BTW, I think the Mayan salt is still in the fog, so we may want to try to pillage with the horse.
 
I lied... I was just drooling looking at this one and well I just could not wait... I had to play a few turns. :mischief:

I look around in pre-turn trying to imagine what I would have done differently...

I can't find a single thing :goodjob: (Gator is the Man!)

IT:
Some Dromons wander around seemingly aimlessly
A warrior and a Musket Come out of the fog by our loose Horse
London Market to MDI
York MDI to MDI
Coventry MDI to Courthouse

Take a Pic of our Military now to see how I do after Scouts Pep Talk I am going to try to keep track of wins, losses and promos

So this is area (490 Tiles) and Military (87 Units):
Pre_Military.jpg


Turn 1 of the 2nd Mistfitzian Era - 560 BC
I move trebs under the Sword army at Tikal -

Battle of Tikal - I know I could wait for the trebs but... there is a reg spear showing and I want to kill
somthing)

Sword army kills rSpear -3 hp (0 Losses/1 Victim/0 Promo)
vMDI (My buddy First Blood) kills rJavelin Thrower -1hp and we take the city (0/2/0)
+2 gold - 4 resistors - 1 non resistor - set to starve start a Worker

Move warrior try and bait the LB into the open

Move SOD to hill near Copan
560ad1.jpg


I hope that the BYZ go after the Mayans (turnwise( because the horse looking for the Mayan Salt could end up next to a Mayan LB if he gets booted this turn

2.2% flip chance in Tikal

Someone else learns Chemestry as the rate drops from 4 to 2 turns to complete... the barbs?

IT:
Lose our supply of insence :(
Nederlands want to renegotiate
It was:
We give Dyes/Spice and 3gpt

It is now:
Dyes Spices 8gpt and 70 gold...

I figure during war is not a time to lose lux.

Get booted from Byz lands but can't tell where (moved him way far away towards our lands... good that he does not die bad that he can't find the salt)

See dromons floating about - they are fighting someone as they are coming back injured

a couple of LB's and a warrior head towards Tiwanku

One is even nice enough to pass by our Army and get a loses a hp

Cuzco Rax to MDI
Tiwanku Courthouse to Market
Maya building Bach

Turn 2 570 AD

Bombard LB with Treb left by Gator on the worker stack (again :goodjob: Gator) -1 hp

eMDI (Hero of Sumer) kills 2hp LB (the one hit by the army) flawless (0/3/0)
vMDI kills 2ho LB (the one hit with treb) flawless (0/4/0)

Battle of Copan - size 12 vMusket on top:
Trebs: (hit,2nd vMusket on top, 6 misses, hit, rMusket on top,hit, 2nd rMusket on top, miss, hit, back to vMusket, miss)

OK so there are 2 vMuskets and 2rMuskets...

MDI army kills 3hp vMusket -5hp (ouch... should have waited) (0/5/0)

Work and manuver

Chem due in one (can't turn down sci)

IT:
A little sloppy with my troops here...
a LB comes out of the fog and attacks a vHorse in the open -3hp and retreats no damage to LB
a Crusader somes out of the fog and kills a vSword on a hill no damage to Crusader (1/5/0)
total 3 LB's a JT and Crusader come out of the woodwork.

Chemestry done start Metalurgy in 9...

Sumer Lib to Court
Canterbury MDI to MDI

Turn 3 580AD
Consolidate some of my sloppy troops around Tiwanaku

Continued Barrage of Copan:
6 hits (2 vMusket - 2 rMusket) 2hp rMusket left on top

Sword army Kills rMusket -7hp (1/6/0)

MM a couple of corrupt towns with scientist to bring Metalurgy down to 8 turns at +2 gpt

IT:
The Mayans actually stack up their units... this is an odd thing for AI.. Hmm...

London MDI to Musket
York MDI to MDI
Nottinghamshire Market to Courthouse
Hastings Lib to MDI
Vilacamba MDI to MDI

Turn 4 590 AD
The Mayans make a neat little SOD to attack us...
I move my stack one tile NW to make them come into our territory so when we nick them up they retreat.
590ad.jpg


Bombarding of Copan
6 hits... 2 vets and a regular

No attack this turn

Note Byz have no horses or salt

and we are up chemistry up on everyone

IT:
reliably the Ai SOD breaks up making it easier to attack

Oxford Worker to Worker (lots of Jumgle)

Turn 5 600 AD

Mayan Invasion :D
600ad.jpg

lil' SOD
Treb hits one hp off of eSpear
vMDI dies redlining 4hp eSpear (2/6/0)
vMDI kills rJT -2hp (2/7/0)
vMDI kills vLB -2hp (2/8/0)
vMDI kills rLB flawless (2/9/0)
eHorse kills 1hp eSpear flawless (2/10/0)

other side:
eMDI kills rJT flawless (2/11/0)

ah.. that is better :D Just a rWarrior to pick off next turn and maybe the Crusader

Bombarding Copan: (with full compliment of 18 trebs)
8 hits (3 vMusket and 1 rMusket)

Attack of Copan:
Sword army kills 2hp vMusket -3hp (2/12/0)
MDI army kills 2hp vMusket -5 hp (2/13/0)
other sword army kills 2 hp vMusket -1hp (2/14/0)
vMDI kills 1hp rMusket -1 hp and we take the dang city (2/15/0)
10 gold - Knights Templar - 6 resistors -size 10 - has a Rax (nice) Granary and Courthouse
and 2 workers
600.1ad.jpg


Turn clowns into scientist and Metal is due in 6

Move my 2 injured armies inside to heal (IIRC they cannot flip on the first turn of capture)

Enough for tonight...

Extremely well set up Gator.
We are up Chem on everyone (Maya still not talking)

we want to leave the Mayan one city?

I will post some info re: the Byz... they should be easier unit-wise to handle but we share a very long border with them which will make it a challenge.

The rest of the challenge:
600.2ad.jpg


I will send one of the Armies to the SE to cut off the road to the town in the south in hopes that it cuts the Salt supply if not I can always move the army to pilliage.

I hope the rest of the cities die easier.

So far 1 sword and one MDI dead... 15 AI units dead... not a bad ratio but it needs to be better

Is this better in the pic dept Bugs?
 
Excellent pics, and excellent play! :thumbsup: I like the way you tracked the kill ratio - which was quite respectable considering that one of your losses was incurred skirmishing what they sent into our territory. I'll take 7.5:1 in an early phase of a campaign. From this point you'll be able to dictate the terms of the fighting a little more easily.

Now it's Chichen Itza or bust! Try taking one of our armies to the hill W-SW of Chichen Itza, and leave it there while the trebs and other armies catch up. It'll get a turn to heal on that hill. Then let another army heal on that hill while the trebs advance. Use the extra movement to let the armies heal en route to the next campaign. Expect Chichen Itza to be well defended... and consider that "army rotation technique" as you lay siege to the city.

When Chichen Itza is taken, the Maya will be gassed. Nothing knocks the wind out of the AI like taking their capitol. Don't leave the armies in Copan past the first turn!
 
Nice work Gentlemen!! :goodjob:

@Mistfit - I see no reason to allow the Maya to survive. They are not Scientific and are ahead of us by quite a margin culturally. That means a lot of flip risk. Currently, the Maya have no tech advantage that we need to get in peace deals.

The only reason I can see to keep them is if there is a plan to plant them in Barb Nation territory. We haven't discussed this much, but I read it somewhere. I think this may be more of a drain than a help as we'll need to provide them protection while they get established. I think the gameplan for the Barb Nation will be to go over there and raze everything we touch, burn it all to the ground!!
:eek: :mischief: :p
 
I agree with leif: Mayans need to go. I don't think having a "friend" in barb lands will help us to an earlier finish.
Regardless of research speed and unit count, on emp I'll be surprised if we can't dent the barbs with cavs and cannons, provided we continue to make steady land grabbing progress on our own island while getting techs for peace now and then [pimp]
 
And just to check the order:
Mistfit - UP
Capt
- Requested Skip
Leif - On Deck
Bugs
Gator
- recovering from the headache, I hope.
Scout - caught the crabs? :mischief:

Capt, if you can take some turns over the weekend and wish to, please let me know. It is not a problem if you wish to play before me.
 
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