SGOTM 11 - Unusual Suspects

Hopefully that decision wasn't too hasty, as we gain a couple crap tiles in the bargain. But we won't reach size 18 for a while (if ever) so it should not deter us.

It's a very good position. I could have been much worse.

Though I would like to alter my plan a bit and not pause at every AI meeting since its just to accept peace at this stage, and we don't need to plan the reaction before first worker build anyhow. OK?

ok

Status: Turnset paused. Will resume in no more than 24hrs when cleared by the team or 24hrs runs out, whichever comes first.

gl

Ps. Could you post the screenshots as "normal" embedded images so that zooming is easier. Looks like there is a river in the north.
 
..., but you can start thinking about how close the neighbors might be and what the diplo traits will be like with: [ZY]

I have made peace, but he looks kind of grumpy.
Oooh, I hate that guy - he is such a strong AI. OTOH, he is good for us in several ways. He really values religion and has a +2 relations bias, so he is easy to get to friendly if we have same religion. And can be goaded into attacking us if we have a different one. But he is a strong REXer - so we shuold probably settle city 2 near him. the scout finding us this early is troubling => he is close.

Please continue playing your turn.
Help/suggestions for my PPP are welcome.

EDIT: Since we are near South Pole, I expect the fur to be at the North Pole and on the other side of the earth.
 
Ps. Could you post the screenshots as "normal" embedded images so that zooming is easier. Looks like there is a river in the north.

I used to know how to do that, but have gotten lazy/forgotten. Is it just to load the image onto Photobucket (or other image server site) and copy/past into the post?
I think that's what I used to do...
 
Oooh, I hate that guy - he is such a strong AI. OTOH, he is good for us in several ways. He really values religion and has a +2 relations bias, so he is easy to get to friendly if we have same religion. And can be goaded into attacking us if we have a different one. But he is a strong REXer - so we shuold probably settle city 2 near him. the scout finding us this early is troubling => he is close.

Please continue playing your turn.
Help/suggestions for my PPP are welcome.

EDIT: Since we are near South Pole, I expect the fur to be at the North Pole and on the other side of the earth.

ZY has favorite civic Theocracy, which isn't so useful to us except if we find ourselves in a war. But something to keep in mind. ZY also has a +2 hidden bias so we should only need to get him to +8 to vote for us. (Note there is also a random hidden modifier). He is tough if he gets big, and his UU is pretty strong for a musket-based unit.

His scout moves 2 spaces per turn and I forget how many turns its been, but not many. If he beelined to us, its still not very far. He came from north or east (or northeast :lol:). My contour-mapping skills need sharpening, btw.:blush:

Good work by Narri on the graphics-matching fog-gaze stuff. :goodjob:

It'll be about 8-10 hrs before I can play more. I'll take plenty of screenies and see what I can do about making them easier to view in the thread.
 
We have silver on plains hill...nice :)

Capital is awesome, cannot say the same for the land to the west...

I think we need to continue scouting the west to find what is at the other end and maybe scout the couth to see what is up with the lakes...next warrior can go towards our new friend.

Also basic note: we need to take care with worker moves.....they have 3 moves but lose 2 in forest so moving him to south corn should be via the unforested river grassland.
 
I used to know how to do that, but have gotten lazy/forgotten. Is it just to load the image onto Photobucket (or other image server site) and copy/past into the post?
I think that's what I used to do...

Yes. For example Imageshack doesn't even require registering and just paste the forum link here.
 
But he is a strong REXer - so we shuold probably settle city 2 near him. the scout finding us this early is troubling => he is close.

It looked like it was turn 5 so that would set him max 10 squares away unless the scout was planted there as a diversion.
 
Oooh, I hate that guy - he is such a strong AI. OTOH, he is good for us in several ways. He really values religion and has a +2 relations bias, so he is easy to get to friendly if we have same religion. And can be goaded into attacking us if we have a different one. But he is a strong REXer - so we shuold probably settle city 2 near him. the scout finding us this early is troubling => he is close.

Please continue playing your turn.
Help/suggestions for my PPP are welcome.

EDIT: Since we are near South Pole, I expect the fur to be at the North Pole and on the other side of the earth.


I think zara is one of the strongest ai's especially if he gets land....He might hav to be the one we take out early :D

On your PPP things should be tested....I feel that improving the 2 corns making warrior then second worker then warrior grow size 4 settler is the way to go but tests are needed....The tech path should be bronze and then wheel.
 
We have silver on plains hill...nice :)

Capital is awesome, cannot say the same for the land to the west...

I think we need to continue scouting the west to find what is at the other end and maybe scout the couth to see what is up with the lakes...next warrior can go towards our new friend.

Also basic note: we need to take care with worker moves.....they have 3 moves but lose 2 in forest so moving him to south corn should be via the unforested river grassland.

I was heading slightly northwest with warrior, planning to continue closkwise (north then east). The south will get defogged a bit when the border pops after 3 more turns. West is probably where we find the next set of neighbors, though. If you feel strongly about warrior explore path, say so.

So am I the only one who thinks that a cultural victory will be better for us, since we don't run the risk of losing civs to Free Religion?

In a general sense, yes. Of course, we are flexible to throw away the working plan if we see other opportunities. BTW: Culture VC almost never comes before "free speech" which generally is enabled at the same period as "free religion". In a culture VC if we go for speed, we shut down research -- but the AI don't. The AI eventually enable Free religion in every culture victory I've ever done. If your experience is otherwise, please give us details. You convince me I'm wrong and I'll learn something from it!

Yes. For example Imageshack doesn't even require registering and just paste the forum link here.

THX, I'll try it.
Spoiler :
yes it worked, but realize this could be spoiler for running GOTM so I removed it


It looked like it was turn 5 so that would set him max 10 squares away unless the scout was planted there as a diversion.

A diversion... yes, possible. Good thinking.
 
I was heading slightly northwest with warrior, planning to continue closkwise (north then east). The south will get defogged a bit when the border pops after 3 more turns. West is probably where we find the next set of neighbors, though. If you feel strongly about warrior explore path, say so.

No I don't feel strongly about this, what you have in mind sounds fine!
 
Bad luck, lion popped while warrior was on low defense tile; warrior dead, lion fed.:cry:

I have some images of territory here:
Spoiler :
west110000.jpg

and here
Spoiler :
Religions0000.jpg

and here
Spoiler :
sg11_40000.jpg


Here is the decisive battle (you can tell by screenshot name that I had bad vibes when I found myself on fp next to lion). I did not expect barb animals this early, mentioned that t10 I thought was when they appeared, otherwise I might have chosen to be on better terrain. Sorry 'bout 'dat.

Spoiler :
uh_oh0000.jpg


All scorn and hate mail can be directed by PM...:p


Some demographics screens here
Spoiler :
t160000.jpg

and here
Spoiler :
t180000.jpg


Indicates at least one AI is on coast or very water-restricted start (land area very low). Not sure what to make of the rest, need to consider it more before I make stupid claims about its meaning.

I will upload the official save directly, but suspect it will show us clearly behind all other teams in power, at least, due to the lost warrior. We'll need to plan remedy. Extra warrior to explore/fog-bust probably best only after 2nd worker, but lets consider the options. Game is saved at t19 with worker begun irrigating southern corn (moved + irrig start on t19). Warrior in build queue.

Well... time for some planning...

(Hopefully all our bad luck is now gone, and we overcome with skill.
 
due to BUFFY not saving my autologs, I can only give you session log from the upload page which I do so here:
Spoiler :
Here is your Session Turn Log from 4000 BC to 3525 BC:


Turn 1, 3975 BC: Delhi has been founded.

Turn 7, 3825 BC: Barbarian's Lion (2.00) vs Gandhi's Warrior (2.20)
Turn 7, 3825 BC: Combat Odds: 32.2%
Turn 7, 3825 BC: (Animal Combat: +10%)
Turn 7, 3825 BC: Barbarian's Lion is hit for 20 (80/100HP)
Turn 7, 3825 BC: Barbarian's Lion is hit for 20 (60/100HP)
Turn 7, 3825 BC: Gandhi's Warrior is hit for 19 (81/100HP)
Turn 7, 3825 BC: Gandhi's Warrior is hit for 19 (62/100HP)
Turn 7, 3825 BC: Gandhi's Warrior is hit for 19 (43/100HP)
Turn 7, 3825 BC: Gandhi's Warrior is hit for 19 (24/100HP)
Turn 7, 3825 BC: Gandhi's Warrior is hit for 19 (5/100HP)
Turn 7, 3825 BC: Gandhi's Warrior is hit for 19 (0/100HP)
Turn 7, 3825 BC: Barbarian's Lion has defeated Gandhi's Warrior!

Turn 8, 3800 BC: The borders of Delhi have expanded!

Turn 12, 3700 BC: Buddhism has been founded in a distant land!

Turn 14, 3650 BC: You have discovered Agriculture!
Turn 14, 3650 BC: Hinduism has been founded in a distant land!

 
One last notice:

Deckhand "UP"
Classical_hero "On-deck"

Red Light is on for the moment as we sort out plan.
 
Hmm, we will need to wait till next warrior to fog bust more no big deal...we are on a 2 hammer tile and are getting them at double rate while we grow ;)

I will try and do some sims to come up with a developement plan, but we might as well play all the turns to farming the 2 farms....this should be another 11-12 turns...Since we don't even have a warrior anymore I suggest we play them...keep growing to size 2while building warriors and send warrior NE when ready
 
Hmm, we will need to wait till next warrior to fog bust more no big deal...we are on a 2 hammer tile and are getting them at double rate while we grow ;)

I will try and do some sims to come up with a developement plan, but we might as well play all the turns to farming the 2 farms....this should be another 11-12 turns...Since we don't even have a warrior anymore I suggest we play them...keep growing to size 2while building warriors and send warrior NE when ready

I strongly suggest that active player (yes, that means YOU, Deckhand :scan: ) play the test save, settle the hill. Just park the warrior and do the techs as follows: Agri>BW and build worker>warrior. Play out the turns until you have 2 corn irrigated and get the feel for how the game will develop. When does corn finsih, when does pop increase, when does BW arrive... just to get a feel. (Watch out for lions). :blush:

I'm guessing that getting a 2nd worker before 2nd warrior is best... pop stays below the unhappy level even without an mp unit, and the 2nd worker gets the tiles developed (or chopped) faster. We have an extra tile to develop now (the silver) before chopping, I think. But I haven't tested, it maybe works out better getting the 2nd warrior first if that puts us to pop3 before the 2nd worker. I'll try to play around with the build queues with that in mind to see how the timing works out.

Note, that appears to be coast in the NW, so the general layout as per my contour mapping is still a reasonable approximation of where things might lie. (On second thought, don't put too much faith in that :lol: )
 
All scorn and hate mail can be directed by PM...:p

I hate you, hate you, hate you... Ok, now that that's taken care of, I don't think there is much more to do. Just keep developing the terrain and worker after a warrior sounds ok although a settler could be handy too. Next warrior should probably scout the NE sector. If the terrain isn't horrible, I would hit the next city there (NE). However, first strategic choice, I believe, is the to GLH or not to GLH. It is unpleasant choice when the terrain is so fogged and it would hamper REX, but it can be pretty good.
 
I hate you, hate you, hate you... Ok, now that that's taken care of, I don't think there is much more to do. Just keep developing the terrain and worker after a warrior sounds ok although a settler could be handy too. Next warrior should probably scout the NE sector. If the terrain isn't horrible, I would hit the next city there (NE). However, first strategic choice, I believe, is the to GLH or not to GLH.

Pssst... I said by PM (so I could delete without reading it and thereby spare myself the broken heart). :lol:

I've quickly tested two options from where we are now: 1) warrior>warrior>worker
2) warrior>worker>warrior

Both end up with 2 warrior and 2 worker at turn 45. The only difference is that doing option 1 we are at pop4 but in option 2 we are at pop 3. (2irr corn, 1 mined silver in both cases). We also have 3 worker turns into first chop in option 2 that are not there in option 1.

In option 1, you get the second warrior same turn we become pop4, so just in time to avoid unhappiness, i.e. the first worker can explore NE directly in either option.

In option 2, you get silver mine 1 turn before pop3, so its a superfluous 1 turn faster mine. In option 1 you work 2 forests (and 2 corn) until the mine is done while buiilding the 2nd worker at pop4 (2nd worker builds in 7 turns instead of 10 turns).

At that point we can chop out a settler (2-pop whip also???) or whatever.

I have not tested going for a settler before we have 2 worker + 2 warrior, but that might be something to investigate. With all these wild animals running around though (note, in actual game I saw a wolfpack to the south - I should have mentioned that already) we surely want to escort (to fogbust for) the settler.


In case its not obvious from the above, I prefer option 1 above of the two options tested by me to date. Perhaps focus on faster settler is more appropriate.

And Deckhand, please give our warriors some macho names... I fear that was my biggest mistake in failing to do so. :p
 
I have not tested going for a settler before we have 2 worker + 2 warrior, but that might be something to investigate. With all these wild animals running around though (note, in actual game I saw a wolfpack to the south - I should have mentioned that already) we surely want to escort (to fogbust for) the settler.

I saw the wolfpack too, but I'm not worried. You don't think 1 warrior is enough for escort?
 
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