SGOTM 12 - Ivan

nerovats is up now - he's got the save.

Did you notice that that first cow is on a BG :) even more shields.

We are going to have to clear a couple of jungle tiles, unfortunately, to get 12 workable tiles. Ah well.
Actually I thought that Nitfan will play. But if he is away at weekend nerovats may play.
well, we may have 4 workers to clear jungle. O even more, if we will have spear cash.
But road forest( not cut), and mine(?) /Irrigate road Ivory before Jungle.
Can you send me some save from your test?
I'd like to see, how "alternative" SGOTM works.
 
I can send the .biq I used - I didnd't really save anything. I tried several - one thing is, I was not able to get philosophy first, either time. I don't know if we can on this map or not - if we try and fail, it's not the end of the world, but it's a pain. If we had gone writing first, then maybe, but I did try one with a lot of ivory, like ours, and I didnt' get philo.

Of course, we do have 3 luxes, so can run probably 10% lux.

I agree - get everything else taken care of before we touch the jungle. We can't get to 30 SPT to build horse/sword in 1 turn, and not having the jungle squares taken care of wont' stop us from getting 20 spt. We get more commerce from coastal tiles, anyway.
 
In the save it said 15 free units if I'm not mistaken.

Ivan made this roster earlier:
Ivan
Niftan
Nerovats
Glenmetz
Automated Teller
I sugest to stick with that to prevent mis-communication. Besides I'm also up in our other SG. Finally finished my huge histo for HoF today (60 hours)so will have to play the other SG tomorrow.

If we clear the jungle can we still get rubber from that tile if we research the appropriate tech? Not sure about that.

I don't want to stop for every trade but I think we should consult in big events, like we met some now civs and there are several techs to be gained/sold. At leat try to write a lot about trading so we know what is going on.

Road forest for now can cut it later fo a lib or so. We may not have to jump to 12 right away, count shields to make logical number. For science 12 would help ofcourse but we will need some more happiness for that anyway.
 
works for me.

We can use CivAssist/MapStat to track possible trades, right? That's the only way it's going to be possible - we can't possible check 30 civs every turn.
 
Look at the first page of this thread - it has a link to where you get and put the save.

Also, there is a mod pack you need to get the right resources - it uses a slightly expanded set of resources, with goats and oysters and some other stuff.
 
works for me.

We can use CivAssist/MapStat to track possible trades, right? That's the only way it's going to be possible - we can't possible check 30 civs every turn.
Yes, civ assist (Civ assist 1 better, I think help a lot.)
It is sencible, to see at any trade posiibilities, that do not involve big gpt, and go for it. Diagram I post at our Diety Warmagedon thread (pdf file) show relative prices of techs. Note, that we pay 60% more, then AIs. Very soon second round tech will be on the table, use our IW wise to get all. (Writing, Mathematics, Mysticizm, HBR). I think it is matter of 10-20 turns.
Anybody agree with Build order? (Chariot, Curragh, Worker, Worker, Temple, SoZ?) Keep 10 FPT as long as possible. Colonies on Lux, Anybody know, that not need to build road on Lux first?
BTW, did not see any mod resources yet.
 
you need to road *to* the colony, you dont need to road the lux itself. Just pop the worker on top of the lux and make the colony...

not sure why we are builing chariots. I think we need swords, not horsemen. Horse are nice, cause they survive, but we don't have that many free units, but the rest of the order seems ok - maybe a couple more workers - I think we have 3 now, and we will use 2 for colonies, so we might want more to merge back in.
 
Now we have a choice: Spear, Chariot, Archer. It is for MP and just in case.
I thought about Spear, but then chanses, that they declare will be less.

BTW, anybody know good "searching in labirint" theory? At 2 dimensions it may
be an algorithm... Idea is that Curraghs go along coast trying to observe possible sea crossing.
First go NW and will do Countrclockwise with larger possible area to cover, second SE, also Countrclockwise. Third SW, clockwise and fourth (planed) NW clockwise. Well see, may be better to have 5.
 
Is it in this thread somewhere? I didn't see it anywhere or do I have to find it somewhere else since this is a gotm?? This is my first time with one of these so I don't know how things work quite yet.

I'll play as soon as I find the save. lol.
 
Thanks Ivan. I just need the graphics package and the noAIPatrol=0 then to be able to do this right? I don't want to screw anything up that would disqualify us or anything.
 
You do need the graphics pack. I don't think you need to make the change to the ini file though. But then again, I'm thinking, and thats always bad news.
 
lurker's comment:
Please ensure that you have included the line: NoAIPatrol=0 in your conquests.ini text file:


Quote:
A 'fix' for the Barbarians!:
As many of you know, the barbarians in C3C are 'broken'. This can be fixed by going to your \Conquest\ folder, and opening your Conquests.ini file, and adding a line noaipatrol=0 to the file. Whilst we cannot force people to do this, it will make the game a bit more interesting if you do. If you are not comfortable editing your .ini file, you can download a utility here to do it automatically.
See the maintenace thread or the first post.
 
Please, go to SGOTM Progress and Results (link at Alan's first post). But just in case, here it is.

Please do not upload separate copies of your saves. It wastes file server space, and you run the risk of the wrong file being used by the next player ... or the player after that. The only uploaded saves should be the ones on the SGOTM server.

If you want to give players a link in your post, then simply copy the link from the submission or results page and add that to your post. I've edited the above post to do this.
 
I am not going to raise whip, but may I ask? Is it *assumed* that we play 24+48 or 48+48, or 24+72? Can we say: “got it” in more plain way? It is nice, that Nitfan reply every day about progress of game set-up, but I believe this will be only first time. In meantime we could discuss general things, like what to build next, but I did not see any reply to my proposal “what to build next”. I understand, that the best answer is “it depends” but I believe that since game is well predetermined “average prediction” will be rather correct than wrong.
For example, I anticipate that game will be “long”. AA will be very sort, I hope, but MA and IA might take 150-250 turns each “if” we will not find some special solution to increase total research rate. That’s why, I think, we have to make 50 turns per week in average to finish game in 2 month. Is it reasonable that each play 20 but make a break after 10 or so to submit save and discuss situation? But it is only “proposal”.
@Alan how to insert links? How to remove unnessassary attachments? (I can't locate posts where it was because serach engine send me to first page of the thread, instead of post itself...)
 
My belief is that a chariot really isnt' that useful - I dont' think we are going to be spending lots of money on unit upgrades and we aren't going to attack anyone with chariots. the only unit upgrades I think we will do is curragh-> galley.

I think we should make an archer. We can handle a random landing better with a couple of archers than with a couple of chariots/spears.

I assume you are hoping someone declares, Ivan? I'm not worried - they will demand and then declare - a couple of archers wont' matter, compared to the 35-50 units the average AI will have.

Most of our money will be spent (I think) in supporting our large armies so we can expand.

I'm also of the belief that horsemen aren't that useful this game - we will be better off with a stack of swords, even if most of them die. Taking cities will take a fairly long time. Knights will be useful, of course.

And we will need to make war... lots and lots of war. Feudalism has to be the absolute worst government for this variant, btw ;) It's a brilliant choice by the designers :)
 
For now military isn't that important, at least until AI get MM. So grow and get lux hooked up should be priority imo. Maybe temple before SoZ, but shouldn't wait to long for that. As we can keep 10fpt for some time it might not be that surefull to get workers and join them back. It will waste 10 shields per worker and gain only 2 turns. AT might have a point in baybe swords better then horses. WW won't be a problem as wars will not last long.

If Niftan doesn't play today, I will tomorrow.
 
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