SGOTM 14 - One Short Straw

Play on, LC. I haven't taken a look at the save yet, but I plan to do so now. Things look pretty complicated with the galley chaining, troop movement, settling plan, etc. Since I've been away for some time, I'm a bit afraid to play any turns at the moment unless it becomes a dire situation and no one else can play. I would only have a few hours tomorrow, so it may not even be worth it. Sorry for being so lame, but RL has taken its toll on my Civ time.

With that said, what could I do to help? I can run tests, do calculations, etc. Just let me know and I'll try to help out as best I can so that you and bbp can focus on playing the turns.
 
Mitch, one thing you could do would be to take the latest save and carefully MM to maximize our commerce, including build commerce, just to get an idea of what we have in store later on.
 
Is there anywhere else on the map that we can set up a Maginot Line, so as to encourage an enemy Stack of Doom to go elsewhere? As long as we are at war, a complete line should block them equally as it did the Barbs.
I thiought about that, but the problem is, we need to build two cities in the hub quite soon. I've already got the settlers coming out. I think we're going to have to just follow them and at the appropriate time, kill 'em all.
 
I thiought about that, but the problem is, we need to build two cities in the hub quite soon. I've already got the settlers coming out. I think we're going to have to just follow them and at the appropriate time, kill 'em all.
If you have some extra units that you don't mind losing, you could always land a few units next to their stack with the hopes of our units being attacked and killing/wounding some of their units.

Often, an AI stack will just stop if some of it is wounded so that all units can heal to full health, so doing so might even cause them to just stop moving for a while.

It depends upon how long delaying them versus killing them completely could help us... i.e. landing a stack of 3 or 4 units might get them attack us and lose some battles while killing others of our units, while dropping 10 units might or might not scare them into not attacking, while dropping 1 unit would definitely suicide the unit but could delay said stack or even divert part or all of it.
 
Building wealth everywhere with our current pops and working commerce tiles where it makes sense, we were running -40 gpt at 100% gold slider. If our cities grow a bit or if we work commerce tiles instead of food tiles, we can squeak out a bit more.

Once we get TRs re-established with Monte/Ghandi (assuming we don't attack them), our situation will get much better.

If we slip into Caste System, we can also run a bunch of merchants, which should help a bit.

Keep in mind that this is during a Golden Age. It will get worse once we're out of it...

Also, if we do run out of gold, the worst that can happen is that we go on strike and lose a some units. If our warring is near completion and the Wizard is dead, we don't really care. Although, we won't be able to run 100% culture slider either.
 
Confucianism spreads to Panama City!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

It will get its first bit of :culture: on T158. :banana:
 
We'll build the ch/FP in Nidaros. Our costs are becoming prohibitive. We can do it in 5t. Unfortunatetly, I just burned a forest there, but so it goes.
 
Done playing, LC?

Haven't you guys ever done a settler spam? The only thing that happens in strike is that you lose your units (not including settlers). After we settle all the cities, there's no 100% slider. I'm pretty sure of that. There's also no strike, actually, assuming we win in 2t.
 
I took some time to make notes on the save. HOpefully that can give a bit of an idea what's happening.

The basic plan for Oz is that we need to have our armada moving there in time for the attack. The armada does NOT need to be fully loaded as it moves there. It gets loaded turn by turn. We need to have a new galleon at the beginning of the chain each turn and three attack units, preferably maces, I guess. That way we can go overkill and have a ton of units there.

We need to eliminate Oz by T174, so we can count backwards from there to determine when the armada has to gather and begin moving there. Meanwhile, it's progressing along the south of Shaka, wiping out his cities.

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Other notes:

1. FP in 5t in Nidaros.
2. Pillage every cottage possible.
3. DOn't forget to plan for settling. Especially the two 100c sites (just south of Liz and just sw of our spoke). BUt watch out for GK's SoD.
4. Always, but ALWAYS build culture with new cities and try to start with 10h minimum (bigger cities) or 5h in smaller cities. In particular, maximize the hammers the turn it crosses the 10:culture: threshold. That puts those same hammers into the next build, which is a theater for 100c cities. Could be a settler or something else for 10c cities. ALSO, pre-select the build to follow automatically after culture. THis gets the hammers. (This is a long-standing bug.)
 
Haven't you guys ever done a settler spam? The only thing that happens in strike is that you lose your units (not including settlers). After we settle all the cities, there's no 100% slider. I'm pretty sure of that. There's also no strike, actually, assuming we win in 2t.
Once. :blush: And I had plenty of cash, so no deficit.
 
More notes:

5. Grow Washington to pop16. This will give us at least one 2cpt TR in each city. That's huge now. If possible grow another city to pop16. (Not Ivory, of course.)
 
One the 100c cities we settle, don't finish chopping the inner FC tile we're using to build culture to 10c (obviously). WIth teh city near Liz, preferably have enogh workers to mine the iron in 1 or 2 turns. It's tundra, so it's more than 4t, but I forget how many.
 
One the 100c cities we settle, don't finish chopping the inner FC tile we're using to build culture to 10c (obviously).
I'm not sure what you're saying here... Forest Chops shouldn't affect building Culture, so I'm lost on this point. I guess as long as bbp understands it, it doesn't matter.


babybluepants said:
Question: when exactly is the deadline?
Midnight is defined east of the International Date Line (GMT-11).

I believe 2 am your time on Sunday morning. It should be the same "time" of night that other XOTM games end. Looking at the regular XOTM submission page, it says the current time plus X days and 5 hours.

So, essentially, 2 days, 5 hours, and some amount of minutes from the timing of me authoring this message, which will appear in the time of your local timezone if you have your CFC settings set up correctly for your timezone.
 
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