SGOTM 13 - tao

TheOverseer714 (up next)
ThinkTank
denyd
Furiey
greatbeyond
ignas
tao (just played)
 
Actually, I just played before Tao, so ThinkTank is up.
 
I've played. Save is uploaded on the SGOTM page. Highlights: we now have enough units to competely block our island. As a consequence almost all ships have left, except some annoying Dutch frigates that are shelling our shores, and disconnected our incense some turns ago. We are at peace with 6 tribes, at war with everyone else. There were no tech trades possible until the end of the turnset, when a 64 gpt deal expired. We can buy feudalism for something like 105 gpt, theology for something like 70 gpt.

We should build some ducts for the unit supprt, and some more trebs to replace warrior and workers on blocking duty. Hitting the frigates with trebs tends to chase them away.

We are being dogpiled big time, and Portugal seems to go in the same direction.

I have no idea how we can ever win this.


Turnlog:

Spoiler :

Turnlog SGOTM 13, 650AD-750AD, ThinkTank

0: 650 AD

Check the civs we are at war with and will talk, they want ridiculous stuff for peace.
No trades possible, we are not making enough money and still have a 64 gpt deal going.
Shuffle units to block the coast. Situation is tricky with many ships so I split up the 2 stacks of 2 workers.

IBT (takes about 7 minutes)
Chinese ally with Dutch and declare on us.
Hittites sign trade embargo with the Dutch against us.
Aztecs ally with Dutch and declare on us.
Dutch start Suffrage.

1: 660 AD
Bad news, stack of 3 Dutch frigates appears.
Rush market in Riesling.
Hire scientist in Chablis so we move from zero science to lone scientist.
Shuffle units to block landings.

IBT
Koreans ally with Dutch and declare on us.
English and Germans declare on the Portugese.


2: 670 AD
Shuffle units to block landings.
Dutch stack has grown to 5 frigates and 2 gallons.
A Roman caravel is also in sight.

IBT
Seldon is shelled by 2 Dutch frigates: -1 pop.
Merlot: horse -> sword.
French and Russians sign embargo against us.
Foreign boats are making a kind of pendulum movement down south of our main island:
when I open a gap on the W coast they move W, the next turn I close the W gap and
open up one on the E coast, the boats move back E.

3: 680 AD
Shuffle units to block landings.
No trades possible.

IBT
America declares on Portugese.
Dutch frigate destroys road near Seldon.

4: 690 AD
Shuffle units to block landings.
Use cats on a frigate, it losses 1hp.

IBT
Hills at Cabernet are shelled, the destroy the road.
Wounded frigate goes away.
Persians ally with Koreans and declare on us.
French ally with Koreans and declare on us.
Mongols and America sign trade embargo against us.
Trantor riots because it has grown.
Bordeaux: market -> aqueduct
Chablis: treb -> market.
Smith's is started by some AIs.


5: 700 AD
Shuffle units to block landings.

IBT
India declares on Portugese
Byzantines sign trade embargo with Koreans against us.
Dutch frigates shell Chablis to no avail.
Merlot: sword -> sword

6: 710 AD
We have enough units no to block completely block landings without shuffling.

IBT
Byzantines and Dutch sign MPP.
Rome declares on Portugese,
Dutch frigates shell Chablis destroying harbor and temple.
Foreign boats appear to be leaving, except fro some Dutch frigates.
Incense disconnected by shelling.
Terminus: harbor -> worker
Viognier riots due to the disconnection of the incense, scroll forward hiring taxmen to prevent other cities for rioting.
Riesling: treb -> duct
Burgundy: market -> treb

7: 720 AD
American and Carthaginian ships seem to have gone home.
We now have 1 spare unit meaning that 2 workers get assigned to reconnecting the incense.
Set Chablis to rebuild harbor.
Rush harbor in Merlot.

IBT
Babylonians ally with Russia and declare. We had still2 turns on a 64 gpt deal with the Babs, this saves us some money.
2 shelling on Chablis fail.
2 shellings near Cabernet fail.
Merlot: harbor -> duct

8: 730 AD
start reconnecting incense, ready in 3.
looks like all ships left except for 4 Dutch frigates.
Check the diplomacy, there are still 7 tribes that are not at war with us: Arabia, Portugal, Hittites, Egypt, Byzantines, Inca and Mongols.
We can buy feudalism from the Ports for 105gpt. This is strange since according to CA2 the price should be about 50gpt, this is probably because it is a government tech, since theology can be bought for about 70 gpt, which is roughly in line with the CA2 price.
I leave this deal for the next player. I think feudalism is to expensive, I propose we do lone scientist on feudalism and instead buy other techs.

IBT
Mongols declare on the Portugese.
shelling near /Cabernet destroys road.
Viognier: market -> treb
Burgundy has grown.
Starvation in Chablis.


9: 740 AD
Rush harbor in Chablis.

IBT
Russia declares on Portugese.
Egypt allies with Dutch and declare on us.
Cabernet: harbor -> treb
Chablis: harbor -> market

10: 750 AD




 
My idea was to get feudalism with the lone scientist method. I would prefer to buy techs on the upper branch towards map trading before the lower branch.

I think, some more embassies would be useful also, especially with the medium weak civs we want to sell techs to in exchange for alliances.

We have to block important (resource) tiles with units having defense value (i.e. neither workers nor cats/trebs) in order to get the hits on the units, not on the improvements.

I am still not confident on how to continue ... Opinions?
 
My idea was to get feudalism with the lone scientist method. I would prefer to buy techs on the upper branch towards map trading before the lower branch.

I agree. From the turnlog I just added to my previous post:

We can buy feudalism from the Ports for 105gpt. This is strange since according to CA2 the price should be about 50gpt, this is probably because it is a government tech, since theology can be bought for about 70 gpt, which is roughly in line with the CA2 price. I leave this deal for the next player. I think feudalism is too expensive, I propose we do lone scientist on feudalism and instead buy other techs.

We have to block important (resource) tiles with units having defense value (i.e. neither workers nor cats/trebs) in order to get the hits on the units, not on the improvements.

Good point, I missed that one. Does this imply that we also want 1 defensive units in our cities? I mean, Chablis already had its harbor and temple destroyed by shelling.
 
greatbeyond - can you take it?

I can't get Civ to run at all at the moment.

unfortunately i am away from my pc until the 20th. It seems my turn has come at an inopportune time. If whoever is next would like to swap with me, that would be great. I was really looking forward to playing.

ps. typing this out on a mobile has made my thumbs hurt!
 
Go ahead and swap if you want. I am just catching up. After your performance in GOTM77 I wouldn't be surprised if you win it this TS :hatsoff:

I will wait for your results and then go. MY GOTM 77 is close to being done. (I hope with a victory)
 
I will wait until tomorrow, Saturday 04/26/08. If Ignas hasn't posted by then I will play starting around 5:00am GMT Sunday morning (Midnight Saturday. EST)
 
Go ahead and play. I played one IT but it took 20 mins on my old PC so I stopped playing (no time currently). Sorry for not posting earlier
 
Go ahead and play. I played one IT but it took 20 mins on my old PC so I stopped playing (no time currently). Sorry for not posting earlier
 
If you got to the start of the next turn, you should probably upload it so that it doesn't get counted as a reload.
I don't think anybody considered the impact of IBT times this game was going to have on players. I wouldn't have thought it would be this bad so early, what will it be like when all the Civs have made tons of improvements and have lots of units?
 
The actual issue is trade route checking. Right now with just harbors & land routes and with the limitations of some tribes not having Astronomy or Magnetism (Navigation) there are less routes available. Once those are universally known and there are a lot more harbors it'll really get slow. Then once you get used to that flight shows up and airports get added to the equation. The was an SG game on an Ultra-Huge map with all 31 tribes that maxed out on cities about 1000 BC that had 6-8 hour interturns. One player in the game was able to play 1 turn each day as he had 23 hour interturns :wow:
 
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