SGOTM 11 - Team Newbie

Fine, looks good, I hope Feud will boost us much (a MedInf army would be nice ;-) )

I didn't understand why you paid all our gold to Germany instead of more gpt but as you took it back, it was finally better as we saved the gpt for those 2 turns until DOW...funny...

I can play any day this week. Haven't seen Bucephalus here for a while, let's hope he posts soon otherwise we'll skip him. But that might give us some time for discussion.

Did I already mention that I hate Vikings as an opponent cause of those nasty Berserks...
 
it's a mistake I found later that I have to wait 2 rather than 1 turn to DOW, because the galley user up it's movement, stay inside viking's tiles.

why I buy Feud and then wait 1 turn to DOW?
it is dangerous for Germany get Monarchy, because so many AI include us get Monarchy, the research cost for Monarchy reduce rapidly, so I eager to exchange it without the Germany get it.

why I leave some gpts instead of give all?
oh, it's another mistake now, at that time I want to keep a decent incoming, but now it's looks like too nervous to do thing correct. :blush:
 
Good turnset Archphoenix ;)

I would say that it would be worthwhile to whip a rax if we were to capture another slave - I wouldn't want to lose one of the workers in the road building gang as that would lead to quite a bit of innefficiency - we would end up building 5 worker turn roads I think!

Of course, the other consideration is how much cash we have for upgrading those swords to Med infs (I would also point out that we only want to upgrade the veteran swords and not the elites - but I would hope that would be something everyone would do anyway).

With regards to Bucephalus I think we should give him 24 hours to pick up the save but if he doesn't get on in time then we should move on to the next player and either substitute him in later in the order or bring him back in on the next round.
 
good point, ok, I learn the diff,
commonly if I have surplus worker and slave, I should wipe worker because he occupy 1 unit, but that's under republic, under Feud, we NEVER waste golds on unit support, so wipe slave is better than worker :D
 
Thanks for the notification and I hope your daughter will be fine soon. I'll play later today then.
 
archphoenix said:
good point, ok, I learn the diff,
commonly if I have surplus worker and slave, I should wipe worker because he occupy 1 unit, but that's under republic, under Feud, we NEVER waste golds on unit support, so wipe slave is better than worker :D

But we should make it our goal to have so many units that we have to pay to support them! ;)
Technically it is not the slave who gets whipped, but the zulus who formed the settler, as one can never remove the last foreign citizen from a town (other than by assimilation over time). But yeah, you're right, use the slave to grow the town.

@Bucephalus: good luck for your daughter. Come back to us when you can.
 
Bucephalus said:
I'm sorry, my daughter is unwell. I need to be skipped until further notice.

hope your daughter will be fine soon too,
I also have a daughter who are only two month old. ;)
 
PaperBeetle said:
Technically it is not the slave who gets whipped, but the zulus who formed the settler, as one can never remove the last foreign citizen from a town (other than by assimilation over time). But yeah, you're right, use the slave to grow the town.
if this, I perfer add worker instead of slave, because this will reduce flip chance. think of a city in front with only one foreign cityzen whose homeland is war with us and just suffer a whip pain...
 
I'll play tomorrow in the morning.

So we are currently at war with middle east and western block.
we did get contacts that way, didn't we?
I guess, we should go for Arabia first as it is our closest neighbor via land-way.
But I guess, we should be careful concerning galley landings of Egypt.
 
we meet all AI,
the galley meet 4 AI except France,that is, we only contact France through she DOW us.
and west block divide into two.
west block1: england American
west block2: viking Germany France
I DOW to viking, then Germany and France(contact now) DOW to us
next turn, through alias outside block, american and england DOW to us.
total,
we DOW to viking and Egpty,
and 7AI (Germany, France, american, england, Russia, Ottoman, Aribia) DOW to us.
but why we earn so little war happiness?
 
:dance:

How are we running the capital, incidentally? A four turn settler is trivial (sizes 2 & 3)...
town + moo + goat = +5,5
town + moo + goat (growth: mined hill) = +5,8
town + moo + goat + bg = +5,7
town + moo + goat + bg (growth: mined hill) = +5,10
= 30 shields total. Settler

But if we have some workers to do disconnect/reconnect on our iron, then we could do a four turn axe combo. Like the 6 turn combo, it would start the turn before growth (sizes 3.5 to 5.5)...
town + moo + goat + bg (growth: mined hill) = +5,10
= 10 shield axe or scout.
town + moo + goat + bg + bg = +5,9
town + moo + goat + bg + bg (growth: mined hill) = +5,12
town + moo + goat + bg + bg + grass = +5,10
= 31 shields total. Settler.
 
I am in the middle of my turnset and the capital makes a nice 4 turn MedInf+Settler combo...
sounds impossible but we are in our GA... more in a few minutes...
 
:lol: An interesting puzzle! Seems like it would use a short rush on the mace, but still I don't quite get the numbers. Well, I'll see it soon enough!
 
390 BC (0) - Join a worker to Umtata for Barracks rushing, chose an Egypt one. That city won't flip, I think.
Upgrade a vetSword in isandhlwana.

370 BC (1) - IBT two Arabian attackers get killed.
Kill an archer with an Elite Sword.

350 BC (2) - The Vikings have completed ToA. in the cascade Korea (Seoul) gets TGLib, Delhi THG, Beijing TGW, Kyoto SoZ.
Seven civs who are at war with us have The Republic, but we don't need it anyway.
Arrggghh, the Chinese have build a town on the northern choke of the desert strip, that means, we have to use galleys to move our units north until we capture/raze it.
(Hopefully someone else will raze it)

330 BC (3) - France lands an archer near Tugela.

310 BC (4) - The Egyptians have signed Japan vs us. Our Great Civilization has entered a Golden Age due to an Impi winning defensively.
The Vikings have send an archer too. Lose a Regular MI vs him (regular).

290 BC (5) - Not much.

270 BC (6) - Washington builds TGLighthouse.

210 BC - I stop here. Had to fight a little defensive, so no towns captured in my set.
China has founded another town in the strip.
Germany has send two horses, but we can deal with them.
Two galleys for troop transports are ready.

I overestimated our Settlerfactory, it's a 4 turn Horse-Settler combo in our GA.
Maybe we should make peace with one or the other, but although being strong compared to them, France and Vikings e.g. don't want peace for nothing.
Again about 10 Elite wins without getting a leader.
 
Thank you all for your kind words and thoughts, it is very much appreciated.

A note of caution while I'm on-line: Disconnecting/reconnecting resources (as suggested in Paperbeetle's post) is considered to be an exploit. It would probably be enough to disqualify us, and is certainly against the spirit of the game.
 
I don't think so, we have used it in previous SGOTMs. I can PPM Alan tomorrow if the others wish to clarify.
 
This was taken from an SG:


Whomp said:
The following tactics are PROHIBITED:

RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.

Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.

Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.

Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.

Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
 
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