SGOTM 11 - Wotan

TimBentley said:
I didn't have time to play yesterday (in fact I should be in bed now); I'll play tomorrow.
This is the fascinating thing with SGOTMs, there is always someone on the team who is awake. Half the team has been up for an hour or two, half is fast asleep or should be. ;)

No rush! Take your time.
 
2850(3) (cont): sell alphabet to Russia for masonry
sell alphabet, WC to Egypt for CB, BW, 10g
sell pottery to India for 58g
nobody knows iron working or mysticism (or math, but that would have been a surprise)
north scout heading north or northwest to try to meet new civs; south scout heading SW of Zimbabwe

IBT: Egypt asks our scout to leave; he's only leaving because it's convenient
Zimbabwe settler->rax

2800(4): Korea, Arabia know mysticism
Russia has 2 workers for sale, still too pricey

2750(5): Egypt knows iron working

IBT: Zimbabwe rax->settler

2710(6): Arabia gained 35g, so they must know someone we don't
It looks like nobody's west of Egypt

2670(7): zzz

2630(8): barb camp appears SE of worker, 2SE of settler (screenshot below)

We could still found the city and let the barbs take 30ish gold (techs are too pricey, so can't get rid of gold), but founding on the red dot (4NE of its present location) would be preferable. Or we could be safer and just have the settler retreat until the warrior comes down to help. The barb will head N next turn regardless. Zimbabwe's warrior should head down immediately. The next move the barb could go W, NW, or N; the warrior would be there to protect the settler and worker if necessary (actually the settler should play it safe and delay city building by one turn if necessary). Our warrior would have about a 84% chance of winning.

Edit: On second thought, delaying the city foundation by 4 turns isn't worth 14ish gold (considering it saves 2gpt in unit costs, and adds 2gpt to science), so just founding the city and sending the warrior to help would be the best option, I think. Actually the city would produce a warrior in 5 turns, so sending Zimbabwe's warrior isn't necessary.
 

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Well it had to happen sooner or later. I normally just build the city and pay up.
Can we still save the worker?

Nice turnset so far.
 
Well played Tim! And an analysis of the current situation I fully agree on (the edited part). Found the city, delay will cost more than a barb or two pillaging the city. Just make sure to save the Worker. Maybe we coudl use the worker to lure the barb from entering the next town (Ulundi?, don't remember the order of names) by moving it just out of reach for a few turns?
 
I think wherever you move the worker, the Barb will enter a spot where he can see the town. And I believe given that choice he will always go for the direct gain (Town) insteadt of chasing a worker who is not even adjacent.
 
2630(8) (cont): found Ulundi, start on warrior

2590(9): Egypt sold iron working to Arabia for the wheel, mysticism, 35g

IBT: Barb takes 33g

2550(10): zzz

Notes: Probably the northern scout can find more civs (at least the one Arabia met) to the east
Zimbabwe can continue as a settler-archer factory; Ulundi warrior(who can take care of the barb situation, we could let him get promoted before getting the 25g, but who knows how long before horses start coming)->worker->barracks I suppose
Nothing close to a trade available
I miscalculated the corruption for the third city: the third shield/gold would be corrupted, rather than the second, so the BG should be roaded before mining. Either Zimbabwe's worker (before roading the gems) or Ulundi's worker (before roading the BG by the third city) could road the tile bordering each of them.
 

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Nicely done, and followed the plan perfectly.

I will try to do so too, and better my performance from last time.

Spreadsheet
Wotan I think i found an improvement of your plan for zimbabwe.
Insteadt of the coast it can jump to the diamonds on the last move of the archer gaining us one additional money. it costs us a food, but we exceed food by one anyway, so it should be correct.

City Development
Well the grasslands to the SW looks only partly inviting to me. No bonus ressources, ans no fresh water. My suggestion would still be settle the area near lake shangia first and jump the palace there. And then the SW grasslands are rather highly corrupted so not worth much trouble anymore. So I would stick with the original plan. for the next two cities at least.

Military
Looks like again I am the first to annihilate an enemy tribe in this game, although this time its not the Incans but only the lowly Shangia People who can't even write. Oops forgot we can't either. Anyway, I am sure they are much more barbarian then we are. I think for the safety of our workers it would be better to attack them, especially since it also nets 25 gp.

Exploration
I would still think it entirely possible that there is a second "artificial" land bridge to the west, So our scout there should advance ful speed. Also the configurations of the alliances in the north seems rather prearranged, with the middle east+russia in the north and asia in the south. I think a third scout soon might be able to explore one more direction here.

Strategy
This game reminds me of the egypt mountain kingdom in one of the more recent G/Cotms. I think for an early finishing date it was important to cross early into the mainland to build up a real core in the fertile AI lands and cripple their development. Maybe our forth or fifth worker should be dedicated to roading the Sinai Desert bridge (Between our position and arabia)?

I also think it would be nice to set a second city to produce settlers, as an 8 turn factory alone looks too slow for me in the long term.
 
Good job, Tim! I have not DLed the save but from Kulko's plans I guess it is pretty straight forward over the next few turn sets. I will have a look at it tomorrow and make comments if there are any... Pretty sure there wont be any though. ;
EDIT:
Roster:
Kulko up
Dmanakho on deck
Schmiddi
Killer_Klein
Wotan
TimBentley just played
 
Nice play,

i like the land SW from us... That hill SW could be a good location for city with little corruption as well.
Why don't we move one of the next few settlers there to build a city.
go full speed to writing. Barbarians should provide us with the much needed resource - money. build few archers and start barb hunting season.
next build in the new city after warrior should probably be worker.
and then chop the forest for barracks.
Have fun Kulko.
 
Just let me clarify, what I dislike about an early build in the SW.

I think as long as Zimbabwe stays capital, it would be a good own, but producing only limited shields.

After we move our capital further south, its moving from distance 5 to distance 7-9 loosing the limited productivity it started with altogether.

So the question here is, when will we move our capital. I think we can rebuild the settler factory in Zimbabwe even after the capital has jumped away, by mining the goats and maybe the diamonds, or not building the archers between the settlers. Therefore I suggest jumping as soon as we have 4 cities ready in the new core.

Second possibility would be to stay in place and build cities around Zimbabwe at distance 3-5. this would keep productivity in Zimbabwe high, but waste some nice BGs in the SE area, and the new cities in the N and NE are rather uninviting to settle.
 
OH, jumping palace to the SE? Not really my idea of where to go with it. I would think a jump into newly conquered lands would be a better choice.
 
@ Wotan
I was thinking about a two step process. Jump south as soon as it we get enough cities their to raise productivity with the jump, and jump into Mecca later.

@ schmiddi
I am not suggesting leaving the spot empty, I just say that it is about 9th or tenth on our list of priorities.

If Zimbabwe stays capital for the next 150 Years then of course the whole things changes a lot, so lets get a common understanding here first. does anybody know a good tool on how to compute corruption in advance? because I would like to compute the different scenarios b eforehand to get some feeling for it. An answer in the next 4 hours would be especially helpfull, as I have an extensive train ride ahead of me, and are more then willing to spend it for the good of the team.
 
Well Tim had something there, but I just downloaded the entry from the war academy. and will hope to get by.
 
Hey all,

Things have settled a little at work, still really, really busy but I should be able to play my next set of turns.

I have been catching up on the discussion and will be at full speed when it comes around to me.
 
yeah, if we jump SE we should preserve existing town order build.
I don't recall us having this conversation before and we should have.
Why have we wasted time building barracks in our present capital if we want to abandon it few turns from now.
I need to see numbers otherwise i am not convinced jumping capital SE is the best idea at this time.
 
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