SGOTM 12 - Xteam

So to summarize our thoughts....

Go 100% Alphabet now.

Build barracks>axe>axe>axe with no chopping or whipping.

Other cities stay on current paths.

Move chariot NW now to get a better look.

Plan for French archer also needs to be made.
Said chariot and/or the first axe will need to deal with the archer depending on where/when he goes.
 
Said chariot and/or the first axe will need to deal with the archer depending on where/when he goes.
:hmm: By my count, the French Archer may reach and pillage the Cow near Novgorod before the first Axe will get close. Should the Archer move towards Novgorod, I think you may need to chop a forest. It is also three turns to move the Axe to where it can reach the Archer on those Cows. :hammer:
 
Don't have save up, but what about completing the chariot before axes, if British stack doesn't beeline? Would it be able to cut off the archer?
 
Got the save up. Barracks completes in 1-turn with no oveflow. The Chariot requires 21 more hammers to completion and we currently make 10-hammers per turn, so three more turns for the Chariot (total of 4).

Moscow grows in 4-turns, so no extra hammers there before the Chariot.

The Chariot requires one additional turn to get to the Cow tile, total of 5.

The Archer could get to the Cow tile in 3-turns with a fourth turn to pillage it. We arrive one turn late, which gives the Archer a shot at the city, which has one Warrior in it.

We could get the Chariot one turn earlier by working the Gold Hill tile instead of the Clam for one turn, keeping the two GS's working. The Archer will have to chose between attacking the city or pillaging the Cow tile, but we should get there before he can do both. edit - we lose 1 fpt when working the Gold Hill.
 
If we put 1 scientist back on the gold we make 15H/t.

That gives us a 5 hammer overflow, then we can work the forest tile with the other scientist so we make 21 hammers on the next turn for a promoted chariot in 1 turn!
 
If we put 1 scientist back on the gold we make 15H/t.

That gives us a 5 hammer overflow, then we can work the forest tile with the other scientist so we make 21 hammers on the next turn for a promoted chariot in 1 turn!
What about getting the overflow and then deciding whether to build the chariot or an axe depending on what the AI do?
 
What about getting the overflow and then deciding whether to build the chariot or an axe depending on what the AI do?[/COLOR][/COLOR]
Sounds good!

If the archer goes N we build chariot next, max hammers so done in 1t.
If the archer goes S,E,W ...we build axe next, leaving 1 scientist and getting 15H/t.

Or are we so confident that we can get peace with Alphabet, that we forgo military almost completely?

The archer has to be killed before we get Alpha. All we need is a chariot to do that, and the hammers are already invested.

After that, what do we build in Moscow? 1 axe so we grow and then start settler?
 
I'm unclear as to why tech for peace seems more difficult in this game than in the testing, so reluctantly don't advocate total reliance on Alpha. Be delighted if someone has good reasons to argue for reliance. Otherwise, builds barracks and axes/chariot and be prepared to chop and whip if peace proves unattainable.

Make sure there are no surprises in the fog.
 
I'm with CP, don't trust that we are going to get peace. Being prepared to quickly pump some units is the way to go, imho.

I'm a bit concerned about slowing the GS, but understand that losing a city is worse! :rolleyes:

Are you comfortable enough to continue R1? If so, good luck. :thumbsup:
Waiting on the edge of my seat for this result. :twitch:
:coffee:
 
Will play soon!
 
Played 1turn past Alphabet.

Very glad Churchill was agreeable. For the small price of 3 technologies, he decided to look the other way.

I did NOT make peace with anyone else however. One leader wanted all our techs including Alphabet(which we only share with Gandhi). All the other leaders want St Petes for peace.

The French archer is now 1W of Rostov. He definitely messed up some worker actions. The rice S of Rostov is 1 turn from being cleared. By the time I realized that the archer would get there before it was cleared, it also left too little time to complete a road on the tile.

All in all, decent progress IMO.

Turn notes
Spoiler :
...continuing onwards

No units in sight on water

Archer goes NW....build Chariot in Moscow

We get peace with Churchill for Med, Priest, Math.

French archer going walkabout.


Upload log
Spoiler :

Here is your Session Turn Log from 450 BC to 275 BC:

Turn 97, 450 BC: You have constructed a Barracks in Moscow. Work has now begun on a Chariot.

Turn 98, 425 BC: Mao Zedong converts to Buddhism!

Turn 99, 400 BC: Mo Tzu (Great Prophet) has been born in a far away land!

Turn 100, 375 BC: The Mahabodhi has been built in a far away land!

Turn 101, 350 BC: Confucianism has spread in Novgorod.

Turn 102, 325 BC: The enemy has been spotted near St. Petersburg!
Turn 102, 325 BC: The enemy has been spotted near Rostov!
Turn 102, 325 BC: You have discovered Alphabet!
Turn 102, 325 BC: You have constructed a Library in Novgorod. Work has now begun on a Granary.
Turn 102, 325 BC: Mao Zedong has founded Chengdu in a distant land.

Turn 103, 300 BC: The enemy has been spotted near Moscow!
Turn 103, 300 BC: The enemy has been spotted near Rostov!
Turn 103, 300 BC: Moscow can hurry Axeman for 1? with 23? overflow, 14? added to the treasury, and +1? for 10 turns.
Turn 103, 300 BC: The borders of Rostov are about to expand.
Turn 103, 300 BC: Churchill will trade Agriculture, Archery, Horseback Riding, Iron Working, Polytheism, Sailing
Turn 103, 300 BC: De Gaulle will trade Agriculture, Archery, Iron Working, Sailing
Turn 103, 300 BC: Roosevelt will trade Agriculture, Archery, Iron Working, Polytheism, Sailing
Turn 103, 300 BC: Mao Zedong will trade Agriculture, Archery, Iron Working, Sailing
Turn 103, 300 BC: Stalin the Despicable will trade Agriculture, Archery, Iron Working, Polytheism, Sailing
Turn 103, 300 BC: You have made peace with Churchill!
Turn 103, 300 BC: You have discovered Agriculture!
Turn 103, 300 BC: Niels Bohr (Great Scientist) has been born in Moscow (Catherine)!
Turn 103, 300 BC: The borders of Rostov have expanded!

Turn 104, 275 BC: The enemy has been spotted near Rostov!
Turn 104, 275 BC: Moscow can hurry Settler for 2? with 30? overflow and +1? for 10 turns.
Turn 104, 275 BC: Novgorod has become healthy.
Turn 104, 275 BC: The borders of Moscow are about to expand.
Turn 104, 275 BC: Churchill won't trade Archery, Horseback Riding, Iron Working, Polytheism, Sailing
 
Sounds like a successful resolution of potentially serious problems.

Are you planning to continue or turn it over?

Is save posted at central?

Anyone think they have a handle on the divergency of AI peace trading?
 
Sorry for the super brief early write up.

Yes the save is posted.

I can play more if needed.

What is our next short term goal?

I know we want to settle 2-3 more cities pretty quickly. Are all initial builds Granaries?

Novgorod just whipped the Granary last turn, so a decision needs to be made about what to do with the 28 hammer overflow there. I think a settler this turn, then something else for 3 turns to let it grow to size 3, then finish the settler.

Moscow is 3 turns to finish its current settler, the Axe in the que is 1 turn from complete, not sure how long until hammers start to decay, I think about 8 turns.
Do we chop those 2 forests into this or another settler?

St Petes is 5 turns to granary complete, will have a rice farm to use when done. Next build Barracks.

Rostov is into its Library, just noticed I forgot to switch to the deer last turn when the Granary completed, that needs to be done.
The archer is scouting I believe now. He will pass right through if we let him.
Once he move on, we need to get a worker back on the rice, 1 turn it will be scrubbed.

Start roading to city sites. We could produce 3 settlers easily in the next 5-7 turns.
3 new cities that quickly will require another 4-6 workers very soon/immediately.

Sorry I am virtually NO HELP on the Diplo/trade for peace issue. I am not the code digger C63 is, he would be the one to have some answers I think

Here are a few screen shots.
 
How do you use the dot map feature with the BFC?
 
How do you use the dot map feature with the BFC?
Alt-X turns the dot-map feature on/off. Right click to place the dot-map, left click on the dot-map to remove it. You'll get a pop-up window to select colors for the dot-maps, default color is White.

Ctrl-X turns the display of the dot-maps on/off (i.e., you can leave the dot-maps in place and hide them with Ctrl-X).
 
We're going to need peace , or at least the knowledge that we can get it, with the local AIs if we're going to continue to rex cities. A GP site is probably greatest need, then perhaps access to the strait, but we may want additional worker(s) mixed in. Appropriate to get input from others before proceeding.

Consider attacking the archer if he moves off the hill, as that is likely to make peace a bit cheaper.
 
Well done R1 :goodjob: - must have been some exciting turns. :)

I'm (almost :mischief:) certain the other AI will accept peace for tech, although they demand a city!

I'm not a code digger either :lol:, but from my testing I think they will all trade at "cautious" and in my small test this meant:
Roosevelt: -3
De Gaulle: -1
Mao: -1 (or -2)
Churchill: -1
(Gandhi had a -6 for nuking his friends so he was not close to trading)

In all cases the +4 diplo for tech gifts was enough, but in most cases this meant gifting Math, Alpha and Currency. :eek:
 
Exciting times!!! But well under control. :goodjob:

We're going to need peace , or at least the knowledge that we can get it, with the local AIs if we're going to continue to rex cities. A GP site is probably greatest need, then perhaps access to the strait, but we may want additional worker(s) mixed in. Appropriate to get input from others before proceeding.

Consider attacking the archer if he moves off the hill, as that is likely to make peace a bit cheaper.

Yes, I think we need to take peace wherever possible. We need to always remind ourselves this is a space race. We need to get our economy built and to me this means some more rex and then hammering De Gaulle.

I'm OK with trying to whack the archer, especially if he heads for the deer. However, I would suggest we turn off research 1 turn. This will give us sufficient gold to upgrade the warrior in case the chariot has a bad RNG. Since we are negative at 100% research, turning it off 1 turn will not set us back (will need to switch to 0% in another couple of turns anyhow).

Ronnie1 said:
Moscow is 3 turns to finish its current settler, the Axe in the que is 1 turn from complete, not sure how long until hammers start to decay, I think about 8 turns.
Do we chop those 2 forests into this or another settler?

I would not chop or whip the settler because we have no site scrubbed and roaded. I think 2-3 of our workers need to get on that task immediately. I think the prod site near the pigs should be settled next, simply because we can prep and connect that site sooner. The next settler can head for the GP farm site to the south.

Ronnie1 said:
I know we want to settle 2-3 more cities pretty quickly. Are all initial builds Granaries?

Makes sense to me. We will need courthouses in the new cities too. Then the prod city gets a barracks and starts to spam cats and phants.

Ronnie1 said:
Rostov is into its Library

Maybe a courthouse follows the library.

Ronnie1 said:
Novgorod just whipped the Granary last turn, so a decision needs to be made about what to do with the 28 hammer overflow there. I think a settler this turn, then something else for 3 turns to let it grow to size 3, then finish the settler.

Makes sense to me. But again, we will need to get a site prepared asap. I think a courthouse would be a good next build while the city grows out.

Ronnie1 said:
Start roading to city sites. We could produce 3 settlers easily in the next 5-7 turns. 3 new cities that quickly will require another 4-6 workers very soon/immediately.

Good point on workers. Might want to prioritize the workers before the settlers. Lots of scrubbing to get 3 cities productive!
 
" I would suggest we turn off research 1 turn. This will give us sufficient gold to upgrade the warrior in case the chariot has a bad RNG." This is wise.

Definitely missing something here: What is the pressing importance of courthouses?
 
Back
Top Bottom