SGOTM 12 - Team Zoe

I think that's a good idea on the Ottos.

Good to see we're maintaining solid momentum. I'm really shocked at Spooks' situation. I wonder if Wacken is having a heart attack. :mischief:
 
As it stands, it looks like the Spooks are losing ground to culture from Japan. Scary. They are all hand-picked too, no random foreigner. To think I put my money on them in the maintenance thread :dubious:

So, how can we take advantage of that settler if they have it, and what do we do if they don't have it? If they still have him hanging in there, do we have a slot saved for a city, anywhere?
 
As it is, there are aonly 3 teams that grabbed the SoZ so far. And as it seems, we have managed to take Japan/Aztec/India faster than klarius. Guys, this is our chance, let's not screw that.

As for the settler that the Ottomans could still have...what do we do with it? There is unfortunately some empty small island, how do we get them to come over to settle in former Japan? I think our culture is intimidating him. Or there is no nice resource to pull him over...actually there is not much to be done with a potential settler...
 
There is plenty of room NW of Kyoto - if we can get if placed before we have two culture expands there. There is also going to be room between Indian and Mayan cities. Either of those could be good places. Getting him to go there could take some doing. I know its a longshot thats why I thought we should find out if the swettler is there before doing too much speculating. Maybe knocking off a bunch of Ottoman units so they can support a galley. Maybe they need a tech to cross ocean tiles to get there. Obviously getting an extra city near the capital would be a huge plus, which is why I keep obsessing over it.

I wonder if klarius picked Japan first and had to fight more Aztec units. Or they went for Egypt next. Or if they have some plan that is shooting the tech pace way ahead. If they could get the AI to fight each other their units counts would be lower and therefore more gold for techs.

If spooks did lose to Japan's culture they will have their hands full disposing of them without allies. That is an important lesson we should not ignore.

Too much aggression could cost any of them, especially if the RNG is not helpful.

Most of our success is due to the SoZ and our AI friends helping us IMO.
 
we want to ally Ottoman against Incas next anyway, so we might as well open en embassy with them soon. Then the mystery of the settler would be solved.

zerksees, I like your idea of some added wars to make the Sci stronger. However, with such wars, there is a always a possibility that the non Sci Civ wins. I think we should soon help Sumers against Egypt/Dutch/Mongols and make them big and strong. They could help us.

Likewise, we could ask France to fight their neighbor (forgot who that is), so they burn units and speed up research.
 
The possibility that the sci civ loses is all the more reason to A - only send non-sci civs to war against each other by themselves and B - do the bulk of the work when we "suggest" them into a war.
 
lurker's comment: Umm, if the spare settler is captured, we get 2 workers....
 
I must have missed it somewhere, why should the Ottos have a spare setler? Do they only have 1 city so far? If the settler is out on a boat, or if we can get it out on a boat, then excellent. We can take the capital, and they can sail around for ever in safety, while still being able to trade us stuff. And when they do land, they get their free units again, and are hopefully safe from other AIs.

Here's a thought too: When a new capital is founded, the AI gets all their free units again. Des that include another settler? Although we should be powerful enough to stop warring much before we have a chance to rinse & repeat tricks like that.

Our support should definitely be going to the SCI civs. If we can reduce the game to SCI civs only, a couple of which are fairly powerful, we'll be going well.
 
sanabas: Yes Ottomans have only one city. No one else has an extra city. Seeing as how they are on the tip of their landmass, I keep speculating that they still have the settler, and we can coax it somewhere that will benefit us.

eldar: In this game where no additional cities can be built, I think an extra city could be huge, way bigger than the two free workers.

random:
We should get up a road to Mayan lands ASAP. there are not many workers there atm
 
smart, are you going to play this??? it's been a while
 
Buce, the unit support the AI gets in extra extra is good for the early game, but you know the AI, they'll break through it eventually - meaning pretty much around now.
 
pre-turn: MMed Delhi and Bombay for faster growth, building Lib in Delhi with queued Marketplace. Transfered catapults from Rat Hole to The Zoo by dromon for upgrade.

IBT: Theology -> Education

Turn 1 - 530 BC: Science to 100%, Education in 12 turns.

Turn 2 - 510 BC: Upgraded 2 catapults, moving units for attack - AC's will attack from the ground, units with 1 movement per turn were loaded in dromons for faster delivery.
Gifted or traded all scientific civs to a new age, also gave them Feudalism + Enginering so they probably will go for the bottom tree.
I'll build 2 one-turn pikes to transfer MDI's from The Zoo instead of using them for MP.

Turn 4 - 470 BC: Mayan stack doesn't want to go out... I moved all units to that point, hope to attack at the next turn.

Turn 6 - 430 BC: Declared war and allied Inca for free.

Turn 9 - 370 BC: Took their capital - Chichen Itza.

Turn 11 - 370 BC: Played one more turn - Mayans are destroyed! Left other units unmoved for the next player. Also GA is over, I'll leave MM stuff fot other player too.
Next target will be Inca?

Save: http://gotm.civfanatics.net/saves/sgotm12/Team_Zoe_SG012_BC0330_01.SAV

Sorry for short turnlog and lack of screens, I just had not too much time =\
 
Another AI RIP - good work.
How many units did we lose?
Do we have an embassy in the Ottoman capital? It could affect who we hit next.

Next time if you are so busy, just take a skip. We will catch you the next time around.
 
sounds like good progress

checked the save:

we should get an embassy with Ottoman immediately and then sign them in against Inca
we also have to road from India to Mayan cities asap and irrigate so that those cities can actually grow

I also see taxmen, please NEVER employ them, they are always worse than scientists

Copan is starving, might as well starve them with max scientists
Delhi: fire the clown and get 2 scientists instead

If we do this MM, we can get education in 2 instead of 3 and that is HUGE (run 100% science)

trades:
Arabia has monarchy, get it and distribute it to all those Sci Civs or use it for Ottoman to get them to declare on Inca

France does have invention. We might actually be able to get that via theology and monarchy. If that is possible, then gift all the Sci invention, but not theology. Hopefully they all go for gunpowder


as mentioned: If you are in a rush, ask for a skip. We are doing very well in this SGOTM and should play very careful
 
Very nice Smart. Let's keep the momentum here! Nice work checking the mm'ing ThERat. That extra turn could help accelerate the pace that much faster.

Beorn -- 2 cities down
ThERat-- 2 more cities down and we're in the MA.
Smart -- took out the Mayans
Zerksees-- Ports down
Bucephalus -- UP and Incans turn!
Whomp--on deck
Sanabas -- Give us a wavey when you can be re-inserted
 
I expect the Inca will give more resistance due to iron. Do they have feudalism yet? If not we are in good shape. If so they might have pikes and our ancient cavs will not do as well. Also are their cities on a hill? Please do a quick check on combat calculator to find out what we are up against.

IIRC, they have been given extra unit support, above and beyond what they get for Deity, so maybe their unit support is low anyway.
I doubt it. When the AI run out of things to build, they start building units. Well until they can't support them all then they build wealth. At the higher difficulty levels I count on the AI bogging down with high unit support costs. With two cities it will probably happen fast, and at 3gpt for each unit over the limit, the little AI's will drown under the weight of their own armies.

Oh and Mr. Whomp I whacked the Indians, even though earlier I said we should kill them last :)
 
I also see taxmen, please NEVER employ them, they are always worse than scientists

ThERat, Would you please elaborate on this for my benefit? I was taught to use the exact number of scientists to lower research by a full turn (or more full turns), and make any extras taxmen. I'm assuming you'd lower the slider on the turn before discovery either way it was done, but why are scientists always better? :confused:

I'm so glad I decided to back out of actually playing and just retain lurker status on this team. I couldn't have even come close to your expectations of playing quality, and I'd have embarrassed myself badly. :(
 
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