SGOTM 11 - Team Newbie

Btw, one more thing - there should never be so many workers you don't know what to do with them ;)

They are the most important unit in the game IMHO.

Generally - I ask myself the following

Can they improve a worked or soon to be worked tile?
Can they hook a resource?
Can they be used to build road towards enemy?
Can they be added to a town?

If all tiles are improved, resouces are hooked, roads completed and towns all at the max size our happiness/food can support then I would agree that we have too many!

I doubt we are quite there yet though :)
 
Well no. I didn't have the confidence. But we still have Japan (4ish towns) and India (stray settler?) to try it on in the next turnset. I set up an embassy in France for the purpose but chickened out. I wasn't confident that we would crush the third party civ quick enough, fortunate considering India's continuing survival. Here's what I learnt about Paris:

16 spt
24 fpt
37 gpt
14 cpt
Access to saltpeter, iron and horses.
Building marketplace
They have the Pyramids.
 
Ok good :)

You are right - if we had tried it on India then we would have got stuffed with the gpt (but of course we could always gift a town and DOW an ally) to get out of it!

We really should try and use the trick when we finish off the next civ (be that Japan, Korea or India) - we can pick up guns for free - which will be nice!
 
Looks good. The problem with not taking Seoul is not missing the Glib, but that it has wines, which we don't have yet.

Anyway, I vote we finish Japan off as a matter of urgency - Kyoto must be a huge flip risk, and is an important town, with both Zeus and a luxury. Do we have sufficient force in the area to finish the job, so that we don't have to send new troops down there. Instead we can start attending to the Middle-eastern front! :D
Yes, I think we can begin planning our Arab-Egyptian campaign now! Does Arabia have Chivalry yet? They have horses near Mecca, which will still be in Damascus' borders even after we take the capital.
Now, I suggest we pull out of Korea once we have taken Pyongyang. If Russia takes Seoul it will ease the flip risk of the southern Korean towns, and their coastal towns are not important right now. There's no need to send our troops off in the wrong direction when Arabia is the urgent target. Hopefully, the remaining Korean towns will also distract Russia's forces while we bring down the Arabs.
As for Egypt, they are the trigger civ, with towns on our peninsula (or we could use the Russian town), and we can also attack them from the east if we have spare force from the Arab campaign. But their death can be reserved for the next ROP-rape campaign. Perhaps we could dow on the Ottoman five or so turns before we trigger war on the whole bloc? That we could get peace pretty much as soon as the ROP rape is done...
 
PaperBeetle said:
Anyway, I vote we finish Japan off as a matter of urgency - Kyoto must be a huge flip risk, and is an important town, with both Zeus and a luxury. Do we have sufficient force in the area to finish the job, so that we don't have to send new troops down there.

Not many troops down there. A couple of wounded armies and maybe the odd Knight. We certainly need to let the armies heal, but may need some more troops (at the moment we only have an army in each Japanese town doing the garrisoning).
 
I'm going to be out of the sgotm loop for a while as I'm off on my hols. In the unlikely event that you get round to my turns before next Thursday (when I'm back from my hols) just sub someone else in.
 
That terribly exotic and almost tropical place known as the Isle of Wight!
 
get the save, I will post a pre-turn write-up tonight,
and then play tomorrow, but I am sure the play turn will last for days if I insist finish 10 turns. :blush:

@Taxpayer'sMoney
have a good holidays!
 
Thanks archphoenix. Good luck with the game Team Newbie.
 
I have to sleep, so this is the inadequate preparation.

we have 95 units, allow Units is 227 :D
2 settler, 32 workers, 69-32=37 slaves.
22 knights(3 in army), 2 horsemans.
9 Imp, 12 MI(6 in army),
(3 army, amazing, we have 2 MI army)
I will hurry pentagon next MGL.

citys management:
we almost only build horseman, worker, settler, and galley.
Zimbabwe_RCP0:
turn1: build a MI, turn2: build a axe; turn5 build a setter;
turn6: build a axe, turn9: build a setter, turn10: build a axe;
Bapedi_RCP2:
turn1: build a horseman, turn3: add a worker into city,6 turn horseman become 4 turn horseman.
turn5: build a horseman; turn9: build a horseman.
Ulundi_RCP3:
turn0: move pop on lake to mined desert,turn1: move that pop to ir-desert,
turn1-turn4: ir the mined desert,
since we build horseman, 7s or 6s is the same.spare a plain to other city.
turn4: build a horseman, turn9: build a horseman;
Hlobane_RCP3:
turn0: change to settler(temp), since we have more lux, let's run 5-6pop worker factory.
turn6: build horseman, turn9: build worker.
Ngome_RCP4:
turn0: borrow the goat from capital, turn2: build horseman,
the worker need finish a mined hill before turn4.
turn6: build horseman, turn10: build horseman.
Intombe_RCP5:
turn3: build HE; turn6: build horseman; turn9: build horseman.

New_Isandhlwana_RCP5:
turn0: rename New Isandhlwana to New Isandhlwana_RCP5,change product to harbor;
turn3: add a worker into city. (2->3); turn7: build harbor, start galley.
Tugela_RCP6:
get a ir-plain tile from Ulundi_RCP3, no more interesting thing.
Zunguin_RCP6:
turn9: built galley.
Umfolozi:
no more interesting thing, maybe capture by Egpty next turn. :(
Isandhlwana_RCP7:
we need get one Mined BG from other city to maintain 2 turn worker factory,
turn1: build worker; turn3: build worker. turn5: build worker.
turn7: build worker; turn9: build worker.
Umfolozi_RCP7:
change production to harbor, turn 2: whip a pop, turn3: build harbor;
since it's a core city, 2 ir-grass need to be mined, and 2 plain.
turn8: build horseman.
Mpondo_RCP8:
turn0: hire a taxman, food=+0, turn2 build a horseman;
turn7: fill 10 shields so whip a pop to finish another horseman.
Swazi_RCP8:
a mountain need mined.
turn1: build a horseman, turn8: build a horseman;
Amatikulu_RCP9:
Swazi:
no more interesting thing;
Umtata:
change rax to harbor;
Ibabanago_RCP10:
turn6: build galley; a ir-plain need to be mine.
New Hlobane:
change knight to harbor;
Isipezi_RCP11:(FP city)
the iron mountain and the mountain need mine,will be a 3 turn horseman factory.(10spt)
turn1: build a horseman; turn6 build a horseman; turn9 build a horseman;
Soweto_RCP13:
switch horseman to rax.
Intombe:
Joburg_RCP15:
no more interesting thing;
other city:
will not write detailed.

strategy:
heal army, then 4 japan's citys, then korea's PYongyang,then arabia, from 2 route.

workers:
worker and slave have only 2 task, improve core's tile and build road to front.

diplomatic:
don't touch viking.
 
That is impressive planning Archphoenix :)

One thing though - I'm a big fan of using workers to pump up (core) towns - as long as there is enough improved tiles and happy citizens to go around. I would especially encourage this in our FP town which was quite undersized on my turnset.
 
archphoenix said:
and a little supplement, do we need hurry a HE?
ok, I am sorry, I fail to download the 250AD save, so when I metion a sugguestion, it has been in progress!
you can image what I feel when I find HE has been almost finished when I recall my late fabled advide. :blush:
 
turn0: (150th, 350AD)
citys management:
some build switch, no more spoiled.
diplomatic:
waste 85 golds on American, they don't know India!
pic here.
http://forums.civfanatics.com/uploads/61567/American_350AD.JPG

connect-trick:
scout disconnect the iron, work begin road, no more spoiled.

turn1: (151th, 360AD)
capture Satsuma.

turn2: (152th, 370AD)
undoubtly, undefend osaka depose,recapture it, capture Edo.

turn3: (153th, 380AD)
take Pyongyang. lost a vet knight.

turn4: (154th, 390AD)
take the last two citys, japan gone.lost a elite knight.

turn5: (155th 400AD)
for a long day, have about 3-4 break, my brain still begin to dimmed.
hinder a turn in capital for 4 turn settler.
drive Egpty away, she DOW!, good, sacrifice the scout.
take kufah, seoul, eliminate otto some wander units, lost a vet knight.
Unexpected connect iron again!(near kufah)

turn6: (156th 410AD)
GL give us Theo, Edu, Gun before it obsoleted, we have 3 salt.
ok, I stop here, when we connect iron last turn, all horseman magicly switch to Knight!
it is a suddenly event for me!
almost finish this turn, but next play should focus 3 things before press enter.
1.we capture kufah and seoul, we see 4 russia MI, we have some knight in Kufah,
next play will detemine how many knight will aid seoul fotify and invade more Arabia lands.
next turn the only Knight army will heal.
2.and, Egpty send a longbow north of our captial, even if he is too long to arrive.
3.and, I don't know how to do diplomacy,
this turn set I do city management a little
better than last turnset,wish I do diplomacy better next.
if we need do some ally, maybe should start from this turn.
save here:
http://forums.civfanatics.com/uploads/61567/Shaka_of_the_Zulu_410_AD-5.SAV
 
archphoenix said:
turn6: (156th 410AD)
GL give us Theo, Edu, Gun before it obsoleted, we have 3 salt.
ok, I stop here, when we connect iron last turn, all horseman magicly switch to Knight!
it is a suddenly event for me!
almost finish this turn, but next play should focus 3 things before press enter.
1.we capture kufah and seoul, we see 4 russia MI, we have some knight in Kufah,
next play will detemine how many knight will aid seoul fotify and invade more Arabia lands.
next turn the only Knight army will heal.
2.and, Egpty send a longbow north of our captial, even if he is too long to arrive.
3.and, I don't know how to do diplomacy,
this turn set I do city management a little
better than last turnset,wish I do diplomacy better next.
if we need do some ally, maybe should start from this turn.
save here:
http://forums.civfanatics.com/uploads/61567/Shaka_of_the_Zulu_410_AD-5.SAV

Mm, I forgot about Education; we should have razed the Glib shouldn't we? We'll have to work a little bit harder on the Beta continent without Artemis's free temples. It shouldn't be a big problem though, as we won''t need much land over there. I hope.

I would disconnect the saltpeter (and the extra iron of course), so that we can continue building pikes when we want defensive units. Two pikes are better than one musket any day of the week, and especially so when you aren't paying upkeep for units.

The horse builds actually switch to knight when we got the Glib; the game checks whether better units are available every time a research project ends, as our Gunpowder research did when the Glib gave it to us.
 
I know the trick that deliberating raze Glib to keep Artemis long live. but not be familiar with it.
since no one metioned it before, I presume we have enough land on alpha, and need less tiles on beta. so I assume Glib is pro than con.
do we have some utilities providing us that if we full control alpha, how many tiles we need on beta?
 
We had other ways to get our techs for free, so we wouldn't have needed The Great Library and early border expansion with ToA is nice. But we'll find another way to get the land.
I can't look at the save today but if you count the territory of our neighbors with CAII you get an estimation of how many tiles are on our continent.
 
if next player don't so eager to play, I will finished the remained 4 turns today.
and,
upload and continue, does it is a decent behavior?
further:
tiles roughly estimate:
form geographical:
100*50*40=2000
so tiles about 2200 total.
2200*75%=1650.

from CivAssistII:
zulu 533
American 108
Russia 105
Ottomans 128
india 0
Arabia 140
France 141
Egpty 145
Korea 19
Scandinavia 20
England 75
Germany 88

total 1502
alpha:1070
beta:432
unclaimed 367.
unreveal estimate: 2200-367-1502= 331.

so we need more than 300 tiles on beta continents.
too many tiles...
 
I'm having a look at the save. So here's my thoughts...

- We have too much money, and not enough military. 30 knights is not a lot for 410ad. So we need to whip out more horses and get them upgraded. That connected iron at Kufah is a pain, particularly as it is currently the only road running into that town.

- We have settler builds going on in weird places - I hope these are placeholders for horse builds while iron is hooked. I'm looking at Umtata, Hangchow, Bangalore, Tugela, Xinjian. These are all the kind of low-food towns that will take forever to build settlers. I would put settlers out of any big towns; Edo, Bombay and Delhi are all prime candidates.

- Osaka and Kyoto are special; we have inherited markets in these towns! That means they can handling extra whipping, so don't build settlers or workers from them (as settlers and workers cost less unhappiness per pop lost). Kyoto is building a worker, but is producing regular ancient cavalries!!! It needs a barracks urgently!

- Towns with no immediate prospect of getting even a 2-food tile (that's Tokyo and Cheju) should not be building barracks, but harbours: at least a harbour will get these places up from +1 food surplus to +2. Actually though, we might want to move Tokyo 1SW and build harbour + temple there. It's always going to be a rubbish town, but at least that way it neatly grabs all the dom tiles down there once borders have popped.

- Yes, we do need workers to get all that land irrigated, but let's wait until all the foreigners have been sent off to war (as whipped horses). In Feudalism we have nothing to gain by making slaves rather than native workers, and something to lose - i.e. they work slower.

- Kufah's flip risk is immense. CivAssistII estimates it at not less than 8.5%, and as much as 17%. I don't know what to do about this.
1. We could bring those units out onto the mountain and heal outside town. That would slow up the attack on Mecca because their healing would be delayed. Also, we could then disconnect the iron.
2. We pray it doesn't flip for one more turn; I trust a number of those units will heal on this interturn? If we still have a military next turn, then they all attack Mecca. This way, we would have to leave the iron connected this turn, or the flip risk gets even bigger.

- Seoul also has a flip chance, but it is much less. But we don't need to risk the army stationed there. Why not head out north and kill the mace 2N? The army could return to pick off the western veteran mace, the elite knight coming up from the south takes the western regular, and the eastern regular should suicide against the elite impi in the town. Or the army retreats to tthe town if any of its combats leaves wounded enough to be attacked in the open.

- Anyway, Korea is so reduced now that we might as well put them out of their misery. That will clear out those flip risks, but can we handle the Russians on that border?

- I have counted the domination tiles on our continent, and it is almost precisely 1500 (I'm not quite sure how far north Russia goes. There is one more town up there). Now, CAII says we currently have 532 dom tiles, and the victory screen says we are at 20% world area, so it seems there are about 2660 dom tiles in the game. 75% of 2660 is 2000, so we will need about 500 tiles on the Beta continent. Which is a lot more than I was expecting. :sad:

Well sorry, I don't mean to sound too negative. I think our position is okay, but we need a lot more troops to keep this moving forwards.

edit: Crosspost! I think there is a shortfall when counting territory according to CAII, becasue it won't tell us about people's territory that is still in the fog. For instance, Scandinavia surely has more than 20 tiles.
Yes, please continue with the remaining turns - I'm itching to know where we stand on the graphs! Team klarius has posted a rather quiet turnset... :p
 
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