SGOTM 13 - tao

Will start playing in the next hour or two.

Thank you Furiey for the tip, I forgot about that.

Any other suggestions for worker actions/order
and unit build orders?

I don't want to get to fixated on interpreting the graphs, but what has Team Klarius done?
 
I don't want to get to fixated on interpreting the graphs, but what has Team Klarius done?


Hard to say. I saw that they posted an interim save between turns 60 and 70 (or between 50 and 60, I don't remember exactly). This was probably a mid-turnset save, which suggests that their curraghs then found something worth stopping and discussing for.

The fact that the graph is flattening may be due to the fact that the population is maxed out, and until mapmaking (or ducts), no further growth is possible.

But again, a lot of maybe's here. :)
 
Not a whole lot to report. We have launched 2 curraghs but not seen any other land nearby.

Save uploaded

Turn dialogue:
Spoiler :
CSGOTM13

Great Beyond

Start Turn 2550 BC - Change Terminus production to Temple

2510BC - Ann starts to road the plains

2470BC - Trantor builds a Warrior (Zeus) who moves to Terminus to take up residence.
Production in Trantor is temporarily set to wealth as a warrior finishes to soon to be a prebuild for Curragh yet, and a Temple will waste too many shields
2430BC - Production in Tranto set to Barracks for prebuild (in retrospect, 1 turn too early maybe)

2390BC - Seldon set to wealth for 1 turn Ann starts mining the plains

2350BC - Trantor grows to Pop 2, switch to Temple as it may be close getting Alpha before the Barracks was produced
4 turns to Alpha
Terminus will grow to size 3 next turn
2310BC - Terminus now Pop 3, I am afraid I undercounted the shields being produced and will waste some shields prebuilding for Curraghs. I should have produced wealth a little longer

2270BC - Status Quo

2230BC - Alpha 1 turn, Curraghs will be ready in Trantor and Terminus, Science slider cut back to 30%, building 9 Gold per turn

2190BC - Alpha completed, start writing, Science Slider set back to Max (33T).
Curraghs completed in Trantor and Terminus (lost 5 shields production in each city, I am ashamed of my wasteful spending)
1 Turn to complete Curragh in Seldon, 1 turn to Pop 2
Odin was moved to the mountain but only revealed 1 more sea tile, he should be moved back.
The Pinta (forgot to change the name before moving) moves from Terminus 2S and reveals more coastal squares but no land
The Nina moves 1W, 1S reveals more sea and an ocean square


Screenshot

Ignas (up next)
tao (on deck)
TheOverseer714
ThinkTank
denyd
Furiey
Great Beyond ( sent back to school for shield yield calculations)
 

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Ok, looked at the save.

Writing costs 457 beakers, so we will shave off few turns from research.

There's not so much to discuss about at this stage so will play soon, if something important shows up will stop and discuss. If not, just maximise research, build and explore with curraghs.
 
2190bc: cross fingers and press enter

IT: Seldon curragh->curragh; Seldon grows to pop 2

2150bc: move curraghs, see more coast in the SW direction; worker goes to road, mine hills; assign scientist in Seldon (it will take very long to grow at +1fpt and we need more science NOW), writing in 27

IT: nothing

2110bc: sent 2 curraghs on suicide mission, he sees some more land at SW direction

IT: one curragh sinks, but other manages to reach new land!

2070bc: one more curragh tries to cross sea

IT: Trantor curragh->curragh; curragh survives at sea

2030bc: explore with curraghs;

IT: Terminus curragh->curragh

1990bc: move curraghs

IT: Seldon curragh->curragh

1950BC: explore with curraghs, spot first luxury - wines

IT: nothing

1910bc: explore

IT: Trantor curr->curragh

1870bc: explore, spot horses and incense

IT: nothing

1830bc: sent one curragh on suicide to the west

IT: Terminus curragh->curragh

1790bc:explore;suicide curragh in the west sees a new land



Played my turnset, found new island with horses, incense and wines. Hopefully suicide curragh in the west won't sink and meet someone. Writing is due in 12 turns. We are paying 1 gpt for units, so don't be afraid to use curraghs on suicide missions.

The new island is bigger than our original and is not connected by coast, so no luxuries. Palace jump is a must in the future after we learn Map Making.

Any ideas?

http://gotm.civfanatics.net/saves/sgotm13/tao_SG013_BC1790_01.SAV

The roster:


tao (up next)
TheOverseer714 (on deck)
ThinkTank
denyd
Furiey
Great Beyond
Ignas (just played)
 

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More land, good! Let's indeed hope we meet someone.

@tao: I won't be able to play until December 30, so skip me if my turn comes up in this period.
 
Mea Culpa. I think I counted the turn I got the save as Turn 1, instead of Turn 1 to Turn 2 as (Turn 1)
 
Some thoughts:

We need to get contacts via suicide curraghs/galleys ASAP. Also we need to colonize that island to SW which could fit 7 - 9 cities if spacing cities tightly and jump plaace there. If we meet some AI's quickly it would probably be better to build markets and units to conquer some civs for science farms. Also buying techs from AI's until the mid middle ages is probably the best way. Later unis and specialist farms should to the job.

What about 2 granaries after researching pottery? These towns could share a cow and build settlers around every 8 turns. Any thoughts?

BTW, merry Christmas everyone:)
 
Anyone know what our status is? According to Ignas, Tao should be up?

As far as what to build, 2 granaries might not be a bad idea once we get closer to completing Map Making, and actually need to start building Settlers. Anyone figure out how long 2 granaries and say 6 Settlers will take? We could always use the 3rd city to continue building Curraghs.
 
I am sure everyone else has been checking the graphs as I have. I find it most curious looking at Team Ivan's Territory score. Have they just expanded the cultural borders (by building Temples) of the starting landmass, and own more water tiles?

It also seems clear that Team Klarius has managed to settle on one of the nearby landmasses by ~250BC

By my calculations, 12 turns to go on Writing takes us from 1790BC to 1430BC. Unless we manage to meet with and trade Pottery to another Civ, we will have to finish that before starting Mapmaking.

According to Civ Assist 2 Pottery will cost 114 beakers, at our current rate of 23B/turn it will take 5 turns with a small overflow
and MapMaking will cost 685 beakers, at 23B/turn will take 30 turns.
Our expected emigration will start at 380BC
Perhaps an increase in Population or running a scientest can decrease this time. I am of the opinion, the quicker the better.
 
I can take this sometime this afternoon if no one hears from Tao soon. I don't really know where to start and run the save, so if someone could tell me, I would appreciate it.
 
At this point you'll probably be following Ignas' lead, exploring and building Curraghs. After having tested several options, leaving the city workers as Ignas left them is probably best. Though as we start to ramp up our stock of Units, we may want(have to) slow research slightly to pay for them.

Research - Continue Writing until done. Make sure that with 1 turn to go we cut back our research slider to save some money. Then Pottery followed by Map Making.
After Map Making perhaps Masonry or BW, or if we really feel lucky, we could try for the Philo sling shot. I'm not sure how this will work out while attempting a mass migration.

Builds - We have about 40 turns before we can send out Galleys.
Production thoughts:
Galley, Settler - 30 Shields
Curragh - 15 Shields
Warrior - 10 Shields

Current production: Terminus, Seldon - 3 Shields /turn
Trantor - 4 Shields/turn
We can't complete Galleys until MM is completed but we should have prebuilds ready in all three Cities. I'm thinking 3 Galleys but we could probably get by with 2 if necessary.
I 'll do the math backwards and try to come up with an outline
 
Other questions to answer:
If we want to have Seldon producing Settlers we need to grow it to Size 3, at our current rate of growth it will take 20 turns.

We could perhaps leave it at Size 2 and use it for production of other units.

It doesn't make sense to build Granaries once we know Pottery, as the only city able to take advantage of it will be Trantor, unless we use the Lux slider to make our people happy. One other approach would be to build Temples which will allow us to have a Pop of 4 in each City without using the Lux slider.
I am working on the outline and hope to have it posted soon.
 
Check out the attached Text file, I have plotted out the next 54 turns from where we are.

Please double check the figures. I would fill in the blank spots with Curraghs, warriors (before we build our Settlers, to use as escorts), and Wealth. Money will start to be an issue so we are going to have to be careful on unit support

If we don't build Settlers or wait to build them until later, we can finish MM by turn 47 (saving 7 turns). Building Settlers reduces our science output as reflected in the changing numbers under B/turn (beakers)

Food numbers reflect letting Trantor work the fish after it reaches size 2, and until it reaches Pop 3, then it switches back to Terminus. I didn't show the math but we could always add a column to do so.
 

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I guess it would be better to build 2 settlers and galley on the interturn we learn Map Making. We can't build settlers while we research towards MM as it will dramatically decrease our population and research rate.
BTW good analysis GreatBeyond :goodjob:

Also use curraghs for suicide missions heavily as we will complete more curraghs soon so we won't pay for unit upkeep
 
I think there are two parts to our decision:

One: is the delay of 7 turns worth getting 4 Settlers and 3 Galleys, ready to go as soon as we get MM? An alternate is to not start any Settlers until Turn34 which means MM will be done on Turn 51 as well as 2 Setlers and 3 Galleys. Kind of halfway.

Two: Is it worth building Temples right away to enable us to increase our Pop size? This may lead to us being able to research faster and produce Settlers without cutting into our time line. The biggest concern with this would be money (unit support & building costs)
If I get the time I will try to figure it out, unless someone else has.
 
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