SGOTM 11 - Wotan

I think at least 3 people have mentioned, that we will do a palace jump to some other location during the game.

That may be done by using a leader, or by doing a controlled Palace Jump. I think it will all depend, on the situation.

An early palace jump into the SE could of course be only done by abandoning the Zimbabwe.

I have calculated the numbers and I would guess it gains us about 4 shields and 5 commerce per turn to do so. I would guess, thats not worth the cost of having to rebuild Zimbabwes infrastructure.

I still would build the first three cities in the eas, but then the city west would be an option.
 
@schmiddi : We did mention capital move... and since you can't always rely on leader the only other way to move capital is by abandoning it. Just as Kulko said.
We will have to move capital at some point...
But here comes FP build... where do we want to build FP? I usually like to build FP as early as possible and that means building it in one of the cities SE.
I am not advocating it but saying we need to think about FP build as well.
 
Hmm sounds like a good plan to me. so lets stay in Zimbabwe until we conquer Mecca or Thebes. We should be able to build a FP somewhere in the Southeast, maybe on the city at lake.

Suggested build order:
2 settlers to the SE and then one to the SW.

Worker tasks
What do you thibnk about bringing water to Ziimbabwe, as soon as we removed the Barb? Sounds sensible to me, as it would allow us to create a 6 turn factory.
 
Yes, agree on staying in Zimbabwe until we conquer a new palace location. FP in SE (near lake) seems a good idea. Would suggest sending Settlers SE for the next turn set, maybe even longer. It all depends on what the scout finds in SW.

Worker actions: agree with Tim's ideas. The Worker SE of Zimbabwe to gems and road it next. The other worker first link up road then focus on developing Ulundi's tiles.

@Dman: the Barracks was built due to it fitting well into the development plans for Zimbabwe. It could have been an Archer instead but I think the number of Archers built by Z. before we abandon it will be so high it sure pays off to have an extra HP on each unit built than having an extra Archer.

Workers to irrigate towards Z. Could be done but it is a pretty huge task, 8 tiles to irrigate (we could gain one or two by irrigating "through" locations) is 32 turns of worker actions. Maybe we should focus on developing the new locations but do so as to do irrigations where it would help us move water to Z?
 
Action plan:
Zimbabwe
Follow the spreadsheet posted 3 pages back, apart from using the diamonds instead of the coast.

Settlers
Both settlers will SE as defined by the Dotmap.

Workers
Workers develop Diamonds and connect Ulundi to Zimbabwe. Ulundi builds a second worker and then we have to guys to develop the cities on the peninsula. I think bringing water to Zimbabwe is not impossible, only takes 2 or 3 grassland tiles, to water. And most of this will be hopeful when we are in republic or Monarchy anyway.

Military
Destroy the Barbs. Since we want to settle SE first, the Archer will go their and hunt for Camps that might be popping up.

Research
Continue with Writing, will take the full turnset anyway. But I think we should discuss Mapmaking after my turn. The map seems to be mostly landlocked, if we have a landbridge in the west too we should change plans and go for Monarchy full speed.

Exploration
Continue as started, hoping to find india and korea and maybe one more ally in that quarter.


I am not sure, when if I will be playing tonite or tomorrow, but I keep you informed.
 
Sounds like a good plan! Resaerch all depends on what our position is when Writing is discovered. If we could go philo and gain something for it or not. And the buildplan should not be a problem for anyone in the future just a simple 8 turn cycle but with the twist Kulko discovered, to use a gems mountain on the turn I originally planned to use a coastal tile.
 
Preturn:
All looks fine. Got a minor scare, when Zimbabwe needs 2 turns to finish the settler, but I realize, thet the growth will take care of that.

Pressing Enter

IBT:
Zimbabwe Settler --> Archer

Turn 1:
Scout NE meets Ottomans, they are in the middle Eastern Alliance and up Mysticism. Still no interest in trades from them.
Hopefully we reach Writing first, to gain some trade bait.

Scout SW meets ... the Ocean. so no hope of a second landbridge. I will send him North to clarify the last bits of shorelinebefore crossing to India.

Writing just dropped 5 turns in research cost.

Turn 2:
Nothing happens, apart from a second warrior again for the shangians. But our will be finished just in time, to defend Ulundi.

IBT:
Ulundi Warrior --> Worker

Turn 3:
WOw third conscripts for the shangia Barbs. hopefully the Warrior can beat them all. I put him on defense in Ulundi first, hoping to make use of the defense bonus.

IBT:
The Bantu appear from the north, meaning I have to break up the diamond roading again (only 1 turn wasted.) Looks like our ARcher will have plenty of possible targets.

Turn 4:
Korea researched Math *wow* We are really backward people.
Arrgl Our Warrior dies fighting the Barb, leaving not even a scratch.
I have to retreat the settler, and they both will npow plunder Ulundi.

Turn 5:
Meet a Korean Settler, they are behind arabia.

Turn 6:
Our second explorer moves next to a abrbarian, that was unneccessary.

Turn 7:
Archer beats Barb and clears the place for our second city. Settler moves into position.
The norther Barb has settled down into our forest. I will have to defeat him there or he disturbs our settler factory.

IBT:
Ulundi Worker --> Curragh

Turn 8:
Bapedi founded. I put it on scout, we can still change that to warrior, if we want.
The northern (Bantu) Barb moves sidewards onto the mountain. I don't think attacking him there is an good option. Hopefully he moves into the plains, instead of the goats, but not much I can do here.

IBT:
Zim Settler --> Archer (pfew) the Barb fortified again.

Turn 9:
just movements.

Turn 10:
Barb moved onto goats, but this time, I don't care. The new Archer can take care of him, when he arrives.
The old Archer tries to take the camp and dies!!!. I change Ulundi to Warrior.
The eastern Scout reaches the Pazifik.

ok dman, of you go.
 
Overview

Well following the Sheet worked to perfection, but everything else went up in smoke a bit, as I lost two Battles against the Barbs and therefore had to work around them all the time.

City 3 is founded and two workers are on task improving it. The last one has 6 turns to go to road the diamonds.

We just went to zero money and everything would have worked perfect, had we defeated the barb camp to earn new money. Now we have to decide wether to reduce research or loan some AI.

Wotan_K1.jpg
 
i'll study the save in a bit.
Hopefully rest of you will do too...
next turnset should not be too exciting... certainly bad RNG luck can ofset our research but hopefully not for long.
Once we have few archers built money will keep coming from barbarian huts.
I am not going to play for another 6-8 hours
 
Some bad luck with RNG but apart from that a well played set of turns! A bit too many Barbs sniffing around our borders. Would really hate it if the barb on the mountain was to attack, win and pillage Zimbabwe. I guess I would switch and build two consecutive Warriors now instead of the Archer in the queue before next Settler. We need to send out Warriors ahead of our Settler in the SE after we have dispatched of the Camp. And start hunting for barbs in N.

Have the Barb.Camp SE of Ulundi spawned any Warriors that are on the loose in the SE? Or is it safe for the Settler to move to the intended spot? If no spawned Warriors there should not be another barb camp in the immediate area thus allowing the Settler to move alone.

So my main idea is to switch and build two Warriors in Z. instead of the Archer. Else, just follow the plan. Get a Warrior from each town first and then a Worker. Barracks should be the third build and then Archers. Maybe a Curragh or two, as Kulko tried to do before the failed Barb.Camp attack. Be careful so you avoid unrest in Zimbabwe. Check every town each turn. ;) After the Workers have mined the current tile I would suggest we send one along each coast roading along our paths of expansion to shorten number of turns for settlers to move.

Roster:
Dmanakho up
Schmiddi on deck
Killer_Klein
Wotan
TimBentley
Kulko just played
 
pre-turn...
checking everything... we are indeed the most backward nation...
Ottomans are the second worst. They only up in myst. I reckon they are researching Poly right now.
Our warrior attacks barb warrior on top of goats and wins... Well.. i know i shouldn't have risk this but it worked. Our warrior is promoted to veteran. Increasing lux. tax to 10% to avoid revolt in Zimbabwe. Research is still at 70%. we have 0 cash and +0 per turn. For some reason, I don't like Bapedi location we should have built it on tile NE on plains.

Next. turn


T1. 2110BC. Moving settler south. I agree with Wotan... there shouldn't be another barb hut over there.
I decided not to change build in Zimbabwe. warrior moves back to capital. Lux tax is back to 0.

IBT: Second barb warrior spawns in the village.

T2. 2070BC. moving settler and scout.

IBT. Barb warrior moved to the forest next to Ulundi endangering our workers. Each city completed built - archer and two warriors

T3. 2030BC. Well, workers finished mine so i can move them away... Moving archer from zimbabwe south. Fortifying warriors in both towns. Zimbabwe grew and has happiness issue. Moved sci. slider to 80%, lux slider to 20%.
Switching Ulundi to barracks and Bapedi to worker

IBT. Barb
. warrior moves to mine next to Bapedi.

T4. 1990BC. Archer kills barb in hut and we get the gold. Warrior kill barb. Founded Hlobane. Writing in 10 turns.

T5. 1950BC - nothing happens here.

T6. 1910BC. great - gems are connected and lux slider can go down to 0%. The only problem if barbs appear from north we can lose these gems.
Archer went south hunting for barbs and we met China. China is in alliance with India and Korea.

T7 1870BC. Settler is built in Zimb. start on archer. Actually going to switch to warrior to fortify on mountain gems.

I want to stop here and discuss city built...
I don't understand and don't like last map we posted. Towns SE are suggested to build way to close to each other. We don't play AW in this game and i'd like to move them apart. Also i'd like to build towns NW and SW before continuing expanding SE.
Let me know your opinions and i will finish this turnset on Sunday.
T7-1870BC.JPG
 
Reason for density of towns on the "white ring" map was partly to do with using towns to expand our culture party to do with the fact we are going to use less than 6 tiles for each location down there. Your blue is on a BG so it should go 1 tile NW and then the situation is the same in my opinion, at least after you add the remaining locations in the SE around the perimeter of them.

Our builds here are to help us pump out enough Archers to go on the offensive. For that we need a substantial amount of locations. Let's put up a new map after your turn set with dots in BW and SW added. The ones you have started with are OK but another two should go in the SW and several more in NW. They will eventually be "science" output locations I guess but until then serve us well as military production sites.
 
Town Placements
I agree with you, that placement there is tight, but as Wotan pointed out, this is a temporary core, which needs to build up an attacking force as fast as possible. The dea with placing Bapedi is simply to get use of the lambs as fast as possbile. The area to the north will be filled up, by a town in the hills.

Barbs
There should be no roaming barbs in the south, all that I saw, are accounted for.

The Bantu are near zimbabwe to the north. Thats the guy that ende up on our goat mountain, he came via the diamonds and then took the scenic mountain route instead of pillageing the cow Where I could have hit him.
So I would suggest sending our next Archer there to protect our Gems.

Next Town
I think by now the reduced corruction makes the red dot worth settling. So lets go there and then discuss, how we proceed.
 
@Wotan - we presume we will have to build archers... we don' know yet but we might be lucky and get iron or horses.
Also those tightly packed cities up south will have corruption higher that we want. Add to this that one of the towns SE we wanted to have FP built. Town NW and town SW will be as good or even better for military production.

And here is my short log and i had to stop again:

Continue the game:
T7: 1870 BC Sending settler to the red dot. MA says we have bantu tribes near Zimbabwe - those are north from us.

T8. 1830BC. I was checking AIs each turn...Koreans have writing researched. They want 4gpt and 11 gold. It will take us 4 turns to self-research writing. I am afraid in 4 turns most of AIs will get it. I want to buy it since i believe we can get most of the money back via trades.
Once i buy writing i will go after Iron Working or Math as most expensive techs then Wheel and then the rest of techs we can trade. I will also need to collect gold so we can research philo at highest setting possible

so i am making pause in my game again... i didn't think we would get writing during my turns but everything changes. and this very turn we can get most of the techs AIs know in trading.
 
Yes! Buy writing and try to get as much as possible from it in return!!!

I am not sure FP will go in the SE, maybe we will find a better location in the "new territories"? But that is not something we need to address now.
 
T1830BC
Trading -Bought writing from Koreans for 4gpt and 11 gold. Checking AIs. China will sell as Math for writing + 3gpt. I buy it since China and Korea are only civs with Math. Then i traded Math and writing to the rest of the nations and at the end we get Wheel, IW, Myst and have 167 gold. All AIs are bancrupt but China and Korea. China and Korea also have HBR.
we are running research to Philo at 100 with -9gpt to be completed in 18 turns. Map reveals 2 horses and 4 locations of iron within reach. This is a great news. One of the horse locations exactly where my red dot city is.


T9. 1790BC. Worker is built in bapedi-> barracks. Hlobane warrior->worker. Zimbabwe warrior->warrior. Sending warrior from Zimbabwe to fortify on Gems. Settler arrived to the red dot city on top of horses.

T10. 1750BC HorseTown founded on horses. There is a barb hut right next to it. I have a veteran warrior to take care of these pesky barbs. 15 turns until Philo is researched. Should be actually less as population grows and roads are built. I sent a worker to build a road to HorseTown and connect horses. Now all tribes but Arabs and Ottomans have HBR.
There is a possibility that alliances are already at war with each other. I saw chinese warrior fighting someone in the dark. It could have been a barb though, but fighting occured within Chinese borders. If AIs come and demand money reject their demand. They are so far away i wouldn't worry about early wars. I reckon we also don't want to build any more archers since we have both horses and iron... Well may be one or two to hunt barbarians.

T10-1750BC.JPG
 
Looks really nice, Dman! I will look at the save and post comments later tonight. Great trading round!

BUT... The new town is a bit strange , I cannot recall us agreeing on a site there. You posted a map but to my understanding nothing was decided. There is a horse at the site of one of the SW towns as weel and that would have been connected faster than "horsetown" especially with the fact that roading a mountain is both expensive and a bit of a waste since it will not be worked. Disappointed... :( Red dot is slower to develop, the locations we had agreed on in the SE would have been able to get boosted by using chopped forests. HorseTown was a bad choice in my opinion.
 
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