SGOTM 14 - Misfit Gypsy Nuts

Aesthetics to Asoka for 120 gold seems profitable!!

Did you swap maps with Gandhi? Did we see anything good???

Are we worried about trading with Asoka/Ragnar? If not, then yes they have the most gold to gather in.

Yes we made the trade, we have trade routes with everyone now. It looks like there are 2 locations in the mountains where the wiz could be hiding. Where Toto died of course, and south of there between Shaka and Musa. You can see them in the minimap.
 
If SH produces a GS next, will SL still be able to produce the GM in a reasonable time? If not, then produce the GM first. The current GM in English lands should be enough to see us through the rest of Nationalism + Gunpowder, maybe even before the golden age is finished! But, we still need to research Compass to enable the Liberalism bulb, and HBR to build Stables. Keep a close eye on tech trades to see if these come available. It would also be great if we could pick up Theology before the end of the golden age, so we can add Theocracy to our wartime civics.

At this rate, we will be declaring war on Asoka/Ragnar before they even reach us :)

Should we look to instigate a war between the West and North?

As for collecting Asoka/Ragnar's gold, could we share our world map with them? That deal should be fairly even, so the other AI won't hate us so much for it.
 
Ragnar still won't talk to us. I would rather wait a bit to see if we can get both of their gold in one fell swoop.

As for the GM/GS question....SH has much more potential, as I knew it would after a quick look at the numbers yesterday, but I even underestimated just how many GPP it would produce. It can make 100/t and still work the silver mine! So the GM from Sty has to come next, it will grow IBT, add a merchant and then starve a bit until the GM is born.

I do think the wizard is going to be a bit of a problem now. :(
 
I do think the wizard is going to be a bit of a problem now. :(
The worst case must surely be we need Paratroopers. In that case it becomes a high tech game. It turns out that we aren't playing so badly for a high tech game, as dominating a rival to accumulate more land is a pretty winning strategy in that respect. So... I think for now we just stick with the plan as is and aim to take over all of Asoka/Ragnar's cities using Cuirassiers.
 
There is a small island (possibly) to the West of London which might hold the Wizard as well. Possibly send the galley to search there?

Map trades we can pick up all Asokas money + 50 from Shaka + 60 from GK or Liz which will enable us to run another turn at 100%.

Resource Trades!!!! Sorry to harp on about this but we could be getting 19g per turn extra if we sell off surplus resources.

Food EC should have been using the sugar and lake tiles whilst SL and NY worked specs.

Baltimore needs a border pop and no workboats in New Orleans before the granary?

PP can take the ph from Baltimore.

Though didn't look to closely. ;)

Still were looking much better than the AI though perhaps a spy build somehwere to go through Asokas lands and see where his SOD is and what it consists of might be an idea as well.
 
What about nukes?? Can you nuke across mountains?? You could kill the wizard with a pile of nukes if you can. Not sure which would come quicker, paratroopers or nukes though??

Nukes we need fission and rocketry - paras we need fascism and flight. I guess paras would be quicker but don't discount the possible island to the west of London as a place for the Wiz.

To see over the mountains we are going to need an airship at least which requires physics. Of course if there is no place to land next to the wiz we'll have to use nukes.

Though still fancy the island to the West of London :)
 
Set COMPLETE.

Education is in.

We just got our 2nd GM, and SH is 1 turn from another GS.

We have a settler standing on the spot south of England, 2 workers ready to whip it into shape, and a WB on the way to its fish(need to run artist and build culture to pop borders).

We are 3 turns to Gunpowder, but still need Compass to bulb Liberalism. I was hoping we could trade for it, but it is still not available.

I started building Taj in ML because it was ready for a build and has forests to chop. Plus with its Bureau bonus it is hammer strong!

The save is here....http://gotm.civfanatics.net/saves/civ4sgotm14/Misfit_Gypsy_Nuts_SG014_AD0600_01.CivBeyondSwordSave

News Update: The Wizard of Oz is still alive


Upload Log
Spoiler :
Here is your Session Turn Log from 475 AD to 600 AD:

Turn 134, 475 AD: Wicked Witch of the North adopts Theocracy!

Turn 135, 500 AD: Confucianism has spread in Baltimore.
Turn 135, 500 AD: Libyan (Barbarian) has been captured by the Viking Empire!!!
Turn 135, 500 AD: Good Witch of the East has completed The Colossus!
Turn 135, 500 AD: Michael Faraday (Great Scientist) has been born in Varanasi (Good Witch of the East)!

Turn 136, 520 AD: Merit Ptah (Great Scientist) has been born in New York (Dorothy)!

Turn 137, 540 AD: You have discovered Nationalism!

Turn 138, 560 AD: The borders of YellowBrickRoad are about to expand.
Turn 138, 560 AD: Emerald City will grow to size 11 on the next turn.
Turn 138, 560 AD: Baltimore will grow to size 2 on the next turn.
Turn 138, 560 AD: The borders of YellowBrickRoad have expanded!
Turn 138, 560 AD: Judaism has spread in Crab Town.

Turn 139, 580 AD: Emerald City has grown to size 11.
Turn 139, 580 AD: Baltimore has grown to size 2.
Turn 139, 580 AD: YellowBrickRoad will grow to size 7 on the next turn.
Turn 139, 580 AD: Pretty Pachys will grow to size 8 on the next turn.
Turn 139, 580 AD: Crab Town will grow to size 7 on the next turn.
Turn 139, 580 AD: Sushi will grow to size 7 on the next turn.
Turn 139, 580 AD: Iceball City will grow to size 5 on the next turn.
Turn 139, 580 AD: You have discovered Education!
Turn 139, 580 AD: Vasco da Gama (Great Merchant) has been born in Sty Land (Dorothy)!
Turn 139, 580 AD: You have trained a Work Boat in Boston. Work has now begun on a Granary.
Turn 139, 580 AD: You have trained a Work Boat in New Orleans. Work has now begun on a Granary.
Turn 139, 580 AD: Judaism has spread in Sushi.
Turn 139, 580 AD: A Forest has grown near YellowBrickRoad!

Turn 140, 600 AD: YellowBrickRoad has grown to size 7.
Turn 140, 600 AD: Pretty Pachys has grown to size 8.
Turn 140, 600 AD: Crab Town has grown to size 7.
Turn 140, 600 AD: Sushi has grown to size 7.
Turn 140, 600 AD: Iceball City has grown to size 5.
Turn 140, 600 AD: Wicked Witch of the South has 80 gold available for trade.
Turn 140, 600 AD: Wicked Witch of the North has 50 gold available for trade.


Auto Log
Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 134/500 (475 AD) [18-Oct-2011 09:10:41]
Washington begins: Forge (5 turns)
New Orleans begins: Work Boat (6 turns)
100% Research: 445 per turn
0% Espionage: 4 per turn
0% Gold: -161 per turn, 359 in the bank

After End Turn:
A Village was built near MunchkinLand
Emerald City grows to size 10
Emerald City finishes: Longbowman
Sty Land grows to size 7
Sushi grows to size 6
Boston grows to size 2

Other Player Actions:
Attitude Change: Good Witch of the West (India) towards Good Witch of the North (England), from 'Pleased' to 'Cautious'
Civics Change: Wicked Witch of the North(Mongolia) from 'Organized Religion' to 'Theocracy'

Turn 135/500 (500 AD) [18-Oct-2011 09:12:59]
Boston begins: Work Boat (5 turns)
Emerald City begins: Forge (6 turns)
100% Research: 452 per turn
0% Espionage: 4 per turn
0% Gold: -162 per turn, 198 in the bank

After End Turn:
Whip anger has decreased in Pretty Pachys
MunchkinLand finishes: Forge
A Village was built near MunchkinLand
YellowBrickRoad grows to size 6
Pretty Pachys grows to size 7
Pretty Pachys finishes: Library
Iceball City grows to size 4
Confucianism has spread: Baltimore

Other Player Actions:
Attitude Change: Good Witch of the West (India) towards Good Witch of the North (England), from 'Cautious' to 'Pleased'

Turn 136/500 (520 AD) [18-Oct-2011 09:19:51]
A Mine was built near Sty Land
A Camp was built near Iceball City
A Cottage was built near MunchkinLand
Pretty Pachys begins: Forge (8 turns)
A Farm was built near Crab Town
MunchkinLand begins: Catapult (2 turns)
Research begun: Horseback Riding (4 Turns)
Research begun: Nationalism (4 Turns)
0% Research: 99 per turn
0% Espionage: 4 per turn
100% Gold: 179 per turn, 36 in the bank

After End Turn:
Washington grows to size 9
Merit Ptah (Great Scientist) born in New York
Silver Heights grows to size 10
Crab Town grows to size 6

Turn 137/500 (540 AD) [18-Oct-2011 09:27:18]
A Mine was built near Pretty Pachys
A Plantation was built near MunchkinLand
100% Research: 482 per turn
0% Espionage: 4 per turn
0% Gold: -166 per turn, 1315 in the bank

After End Turn:
Whip anger has decreased in YellowBrickRoad
Tech research finished: Nationalism
MunchkinLand finishes: Catapult
YellowBrickRoad finishes: Lighthouse

Turn 138/500 (560 AD) [18-Oct-2011 09:34:53]
Research begun: Education (5 Turns)
Research begun: Education (5 Turns)
A Farm was built near Baltimore
MunchkinLand begins: The Taj Mahal (10 turns)
YellowBrickRoad begins: Forge (8 turns)
100% Research: 482 per turn
0% Espionage: 4 per turn
0% Gold: -162 per turn, 1149 in the bank

After End Turn:
A Village was built near YellowBrickRoad
Emerald City grows to size 11
YellowBrickRoad's borders expand
Washington finishes: Forge
Sushi finishes: Forge
Iceball City finishes: Lighthouse
Baltimore grows to size 2

Other Player Actions:
Judaism has spread: Crab Town

Turn 139/500 (580 AD) [18-Oct-2011 09:42:45]
Washington begins: Work Boat (1 turns)
Sushi begins: Barracks (4 turns)
Iceball City begins: Forge (18 turns)
100% Research: 488 per turn
0% Espionage: 4 per turn
0% Gold: -163 per turn, 987 in the bank

After End Turn:
Whip anger has decreased in Crab Town
Whip anger has decreased in Iceball City
Tech research finished: Education
YellowBrickRoad grows to size 7
Washington finishes: Work Boat
Pretty Pachys grows to size 8
Crab Town grows to size 7
Vasco da Gama (Great Merchant) born in Sty Land
Sushi grows to size 7
Iceball City grows to size 5
Boston finishes: Work Boat
New Orleans finishes: Work Boat

Other Player Actions:
Judaism has spread: Sushi
Attitude Change: Wicked Witch of the West (Aztec) towards Dorothy (America), from 'Pleased' to 'Cautious'

Turn 140/500 (600 AD) [18-Oct-2011 09:50:28]
Washington begins: Catapult (2 turns)
Research begun: Liberalism (3 Turns)
Research begun: Gunpowder (3 Turns)
 
The roster order is....

1) McArine - waiting
2) Ronnie1 - just played
3) Sleepless - UP NOW
4) Ozbenno - on deck
5) Jericho Hill - in the hole
6) Grifftavian - waiting

Advising only as of October 18th

Adrianj
Conquistador63....in limbo
JonShaw
da_Vinci

AWOL
Mighty Dwarf
ngraner42
 
Will download save later and try and get a pp out tomorrow night about 24 hrs ish. The GA finishes next turn so we'll have to change our civics this turn.

Suggestions?

Do we keep Judaism - Rep - Slave - ???

This will delay the GS from SH a bit as well.
 
Will download save later and try and get a pp out tomorrow night about 24 hrs ish. The GA finishes next turn so we'll have to change our civics this turn.

Suggestions?

Do we keep Judaism - Rep - Slave - ???

This will delay the GS from SH a bit as well.

Except we are less than 10 turns to building the Taj for another GA! It says 6 tuns right now, but we will lose 9 hammers/t when we are out of GA. However, I just moved a worker onto a forest ....oops...crap...I moved him onto the wrong forest, he needs to go 1 south of where he is now. When on the right forest, that forest will be worth 30*2.75 hammers for the Taj, and ML will grow IBT and can steal a plains forest back from Sushi for 2 more hammers.

We are at 228/700 now.....we can get to 24 base hammers/t with the new pop, which will be 66/t on the wonder.

700-228=472-82(chop)=390-this turn(85 or 60)...lets say worst case 60 = 330/66= 5 turns to start another GA!

Do we get the GA hammers this turn or not? I'm unclear.
 
Solid looking turnset Ron :)

I'm away until the 29th. Good luck with the next one Sleepless!
 
Good work Ron!!!

We're pretty close to being able to pump out the curassiers (Gunpowder, Compass maybe and bulb Liberalism)! Probably need to focus on our attack plans.

What plans for tech after this? We also have to figure out where that darm wizard is? don't have access to the save but can we get a caravel out after Optics to investigate the island?
 
:goodjob: Ronnie1

So recommendation is we keep our current civics and grow cities for mass whipping later??

Possible way of getting HBR/Compass. We are currently at +8 with GK I was thinking if we gift him Feudalism that will get us to plus 10 - friendly?? Though with liz we will be only +5 so would that make a difference? its 2 turns of tech to get both so perhaps we will just self tech them.

Engineering is also out incl Asoka and we should be able to pick that up the turn after getting machinery in trade. Still available for paper which we should do once we bulb Lib. Edit: Guilds is as well so will try and pick up both of those in trade if possible.

Also how much did we pick up for the TM in England as I'll plan to send next GM there also. Mmm it will take quite a few turns to get a galley there so plan on building one in PP to transport him after the forge.
 
Hi guys, I'm back from vacations.

Had a quick look on the save, it seems you're doing a very good job!
Looking at the map, there are 4 mountain blocks where the Wiz must be hiding. I bet he wouldn't be easily accessible in an island, but we'll have lots of time to check while on our (long) way to Domi.
 
BAHHHHH...token expired and cost me a post. :(

Trade mission was worth 1100 gold in London, not great.

We have almost a complete road network if we want to send the GM to London again. I would rather escort him with a couple chariots through the hub to Delhi!

Galley is already on the way to the island, it can grab a chariot later if we need to explore the interior.

@ C63...Welcome back! I am pretty sure 2 of 4 mountain ranges have no interior(screen shots), I am betting 1 of the other 2 mountain ranges contains the wiz!

As for teching after Liberalism. I think we should head for Rifling so we can get Cavalry to keep up our war campaign with fewer losses. Also, if we will in fact need Paratroops, then we are going to have to keep teching quite a while anyway. I would trade with Gandhi/Monty but try to keep the military techs away from the other 2 teams just in case this drags out a bit.
 
just a couple of thought while at work :)

Civics. I'll keep Rep, Beau, Caste but change Pac for Org Rel and stay in Judaism.

If we have to tech quite away further and we are still some turns from Curs building the 6 unis for Oxford and uni/oxf in the cap after Taj is built will speed up our later tech speed. Spreading Judaism will let us change to Theocracy/vassalage/police state later for quicker produced better promoted troops.

Tech path. Compass - Lib bulb - Hbr (stables) - finish Lib - take Mil trad - Gunpowder. Hope to pick up Mach - Eng and possibly Guilds in trade. Agree we should try and trade mostly with Ghandi/Monte and avoid giving Mil Techs out to Mansa and Liz blocks.

Spies. Try and get a spy out to Ragnar and see where his SOD is. Asoka's looks a bit weak in his border city atm though sure he has some more elsewhere lol

Detailed PPP to follow but thoughts welcomed and encouraged. ;)

Edit: Heehee doesn't really matter but just noticed both us and Maple Sporks have the same score on the same date. Hopefully we'll leave them floundering in our wake shortly. :)
 
Back
Top Bottom