SGOTM 13 - tao

Looks like I'm up - I'll play later today
 
I looked at the save, but my best possible contributions are prayers for our curraghs not to sink. ;)
 
Had to delay play due to power issues (Southern California actually had rain :eek: )

Should I add a temple to Trantor in prep for a Great Lighthouse run?

In thinking about our research path should probably be Map Making & then Literature to allow us to switch to Great Library if we miss the Great Lighthouse. Since Trantor wouldn't be able to use a palace pre-build anyway so masonry can wait.

I should be able to get my set in tonight (power gods willing).
 
I guess we have no chances at getting Lighthouse..

It's very interesting what techs civ that we gonna meet next turn has, how far behind we are.
 
BTW: Has anyone seen any Barbarian Galleys? They usually signal that someone has researched Map Making.
 
THE SAVE

SGOTM 13 - Tao Turn Log # 2

Turn 0 - 1250 BC - Not much to change, all looks fine - Map Making due in 25

IBT: Carthage builds Statue of Zeus in Carthage

Turn 1 - 1225 BC - Curragh 1 reaches purple border - Curragh 2 heads south - Curragh 3 tries to cross to wines island - Curragh 4 heads S

IBT: Terminus builds a Curragh starts another - Seldon builds a Curragh starts wealth (we are at support limit)

Turn 2 - 1200 BC - We have met Portugal (see attached) - No deals available - Curragh 1 S - Curragh 2 S - Curragh 3 survives crossing and heads S - Curragh 4 SW - Curragh 5 SW - Curragh 6 SW

IBT: Not much

Turn 3 - 1175 BC - Currgh 1 S spots a new border (brown?) - Curragh 2 & 3 S - Curragh 4 tries the crossing - Curragh 5 & 6 setup for crossing

IBT: Trantor builds a Curragh starts another

Turn 4 - 1150 BC - Curragh 1 meets Spain (see attached) - No deals available - Curragh 2 & 3 S - Curragh 4 survives crossing heading S - Curragh 5 & 6 try the crossing - Curragh 7 heads S

IBT: Apologize to Isabella for trespassing - Terminus builds a Curragh starts wealth (at support limit) - Curragh 6 sinks in crossing

Turn 5 - 1125 BC - Change Terminus to a Curragh - Curragh 1 & 2 & 3 & 4 & 5 head S - Curragh 7 & 8 head for crossing

IBT: Hittites build Temple of Artemis in Hattusas - Dutch build Great Wall in Amsterdam

Turn 6 - 1100 BC - Curragh 1 heading S along Spainish coast - Curragh 2 & 3 & 4 & 5 heading for southern tip of Wineland, jumping off point for exploration - Curragh 7 tries the crossing - Curragh 8 moves into place to cross

IBT: Curragh 7 sinks during crossing

Turn 7 - 1075 BC - Curragh 1 still admiring the Spainish coastline - Note that both Spain & Portugal have horses - Curragh 2 & 3 at jump point - Curragh 4 & 5 on the way - Curragh 8 tries the crossing

IBT: Trantor builds a Curragh starts another - Terminus builds a Curragh starts another

Turn 8 - 1050 BC - Curragh 1 still next to Spain - Curragh 2 & 3 head S together - Curragh 4 & 5 heading for jump point - Curragh 8 survives crossing and heads for jump point - Curragh 9 & 10 head for crossing - Note that both Portugal & Spain have now added Map Making (Spain also has Code of Laws)

IBT: Dutch build Great Lighthouse in The Hague - Curragh 3 sinks

Turn 9 - 1025 BC - Curragh 1 finds currently unclaimed land - Curragh 2 S - Curragh 4 at jump point with Curragh 5 right behind - Curragh 8 heading for jump point - Curragh 9 & 10 prepare for crossing

IBT: No news is good news

Turn 10 - 1000 BC - Curragh finds more Spain - Curragh S-S - Currach 4 & 5 head off to open sea SE - Curragh 8 S - Curragh 9 & 10 try the crossing - Reviewing Portugal finds them both up Bronze Working, Masonry, Warrior Code, Mysticism, Philosophy, Code of Laws & Map Making that we know of, it might be worse - Map Making now due in 14 - My luck with curraghs means that we might soon be paying unit support - I also have to admit that if I was playing this as a solo game, I'd probably throw in the towel and wait for the next GOTM as I don't see a clear path to a spaceship win, unless the only aluminum or uranium is on our island. For those looking for a good laugh, current score: Portugal 612, Spain 500, Japan 178

Best of luck to Furiey

Furiey (up)
greatbeyond (on deck)
ignas
tao
TheOverseer714
ThinkTank
DenyD (just played)
 

Attachments

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  • Spain.JPG
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Can we check (with CivAssist for example) how much buying techs would cost? So that we can see whether we should continue or stop self-research? 14 turns is probably not enough to earn the money to buy map making, so we likely must finish that, but we need to establish our research strategy after that.
 
Either buying or stealing is about the only way for us to stay current. I'm hoping we'll get lucky with one of the southward bound curragh and meet someone else, hopefully needing a tech we have that'll allow us to move closer to the tech leaders.

I was thinking about this start. It's quite a bit like most of the GOTM starts when the game is Warlord or Regent. Usually you found your capital, squeeze in as many cities as possible and then get to a bigger island as soon as Map Making is discovered. I usually requires abandoning most (if not all) of the cities on the original island to move the palace to the new homeland. So essentially you're starting over to build a nation about 90-100 turns behind the rest of the world. Usually when you start meeting the AI there are a couple lacking Map Making and they are willing to get you to tech parity for it. In this game, I'm afraid by the time we meet 6-7 tribes the tech leader will be building muskets. As far as I can tell the only AA tech that might not be known is currency, so it's possible that a couple of AI could be in the MA already.
 
The deck is really stacked against us. It will be a miracle if the AI doesn't launch before we hit the IA. The only hope is if we happen to have the only uranium source. Maybe Rik had some mercy, then again, maybe not.
 
The only problem with having the only resource is that our Pikes will not be able hold off the invading Marines.

Oh, well first things first...

#1 Let's get Map Making, with timed builds for a galley (we should be able to use a temple as a pre-build) and have 2 settlers ready to board that galley.

#2 Fill in as many cities as possible on Wineland (anybody want to try their hand at a dot map).

#3 Palace jump to Wineland. We might have to abandon all Foundation cities to make this happen, I'll check the Dave McW article on palace jumps to see if we can jump to a different land mass if any cities remain on original land mass.

#4 Keep sending out Curragh (soon Galleys) and contact the remaining AI.

#5 Get a work force assembled to improve all of Wineland. Considering the size of the world, every city on the island should be productive.

#6 Resettle our home island.

#7 Sacrifice AlanH to the great God Rik and hope for miracles
 
I think we can manage the Palace jump without abandoning any city but the capitol, as long as our target has enough units and population. If someone could vet it with CA2, that would be very helpful. It will be some turns before even that is possible. Our first cities will have shrunk from building settlers anyway. I would say the rise in team Klarius' score seems to reflect their settling Wineland and posibly the large island to the west. They are setting the bar pretty high...:eek:
 
Congrats on the Curraghs! We have definitely got an uphill job here though.

You can palace jump to another continent without abandoning any city but the capitol, we (team tao) did it in the celts 100k challenge. It justs needs enough units in the target city.

I'll have a look at the save tomorrow and post comments before I play (probably Thursday).
 
Well situation is not that bad as it looks.

We will be behind in techs for some time that's for sure. As denyd stated we need to contact as many civs as possible to bring tech costs down. Maybe if we contact some backward civ as we are we can trade our way to tech parity..

Map Making is due in 14 turns. What is the most needed tech after? The Republic. We need to get CoL and Philosophy ASAP either by buying or researching or partially researching to bring down tech cost and then buy. After that Republic at minimum (we won't get it fatser with our meagre economy than 50 turns even at max research) research while accumulating cash and buying other techs.

After we get MM we need to settle "Wineland" and jump palace there ASAP. We must build 2 settlers and a galley on the interturn we get MM.
To settle faster we need to build granary in Terminus as it could build a settler every eight turns at size 1-3 or 2-4 (this would require to put lux slider at 10%). Maybe some more granaries near food resources in Wineland to grow and settle faster

I will make a city dotmap for "Wineland" today later.

Probably no civs can reach us before Astronomy so we can invest everything into developing infrastructure. When in Republic and Wineland fully settled we will have pretty good functioning empire
 
How about Palace town 1 SE? It's on a BG but right now it is not on the coast so cannot use harbor-improved sea-tiles.
 
We're 4 turns from Mapmaking with prebuilds for a Settler in Trantor and Galley in Terminus which will both need changing by the big picture, and a longer building Currugh for a Galley in Seldon. You'll have to watch turning down the research on the last turn as the Settler build may delay research. Spain & Portugal have no more techs.

1000BC (Turn 0): Check that no one will trade anything then press button.
IBT: Currughs 2,9 & 10 lost.

975 BC (Turn 1): Currughs 1,4,5,8 & 11 keep exploring.
IBT: Trantor: Currugh>Currugh; Currugh 4 lost

950 BC (Turn 2): Currughs 1,5,8, 11 & 12 keep exploring.
IBT: Currugh 5 lost

925 BC (Turn 3): Currugh 1 spots barb Galley; Currughs 8, 11 & 12 keep exploring.
IBT: Terminus: Currugh>Currugh

900 BC (Turn 4): Currugh 1 tries to avoid barb Galley, others explore.
IBT: Currugh 1 sunk by barb Galley, Currugh 8 lost.

875 BC (Turn 5): Currughs 11, 12 & 13 head out to explore.
IBT: Trantor Currugh>Currugh; nothing sinks.

850 BC (Turn 6): 8 turns to Map Making so Trantor set to Temple as a prebuild for a Settler; Currughs 11, 12 & 13 explore.
IBT: Currugh 13 sinks.

825 BC (Turn 7): Currughs 11, 12 explore.
IBT: Nothing sinks.

800 BC (Turn 8): Currughs 11, 12 explore.
IBT: Nothing sinks.

775 BC (Turn 9): Currugh 11 reaches the safety of the island by Spain/Portugal, others still on their way.
IBT: Terminus: Currugh>Temple (prebuild for Galley); Currughs 12 & 15 sink; Portugal has founded Faro on the island by Spain/Portugal.

750 BC (Turn 10): Currughs on their way.

Treasury: 23 gold,+0 gpt, Map Making in 4, Science 100%, Lux 0%

The Save

greatbeyond (up next)
ignas
tao
TheOverseer714
ThinkTank
denyd
Furiey (just played)
 
Another curragh survives the Big Western Crossing! :dance:

Looks like we are finally getting of this island in the next turnset! From the territory graph it also looks like we are doing that at about the same time as team klarius did (around turn 100). Team Ivan seems to have missed this date by at least 30 turns, looks like they are still at the home island at 50AD (turn 130).

I am assuming here that a galley can safely cross to wine land. Is that correct? Or do I miss something about differential sea movement?
 
I will grab the save shortly and figure out production plans, and a dot map for the other island in case we get as far as settling there. My preference is for getting at least one city established on the second island
 
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