SGOTM 14 - Xteam

Are we planning to take the war back to Asoka or simply call for peace asap. My vote is the latter. We are not prepared for war with Asoka (e.g. no Galleys). Also, Asoka is not the one about to lose units. He may still be strong.

I agree. It would have been nice to be well placed to launch a counter attack and pick up some cities from India in the process without having to be the one to issue a war declaration, but we are not. He'll keep long enough for us to sit on him later.

The problem with getting peace quickly is that he is way more powerful than us and will probably demand tech for peace. We're a fair way ahead of him in tech though aren't we? Shouldn't be a big problem.
 
Played 13 turns, through the defeat of Raggie's initial stack. We lost a Cat and an Archer, he lost the whole stack. :)

Turn Log:
Spoiler :
Turn 117 – 50 AD
Reload game and continue.
Change build in Boston to Cat.
Begin moving units into position.
Offload Sword near Philly, Galley heads for Axe on spoke.
Mm Washington for production.
Stop Worker road building and move back towards Philly.

IBT
Washington Cat => Spear.
Boston Cat => Library.
Raggie’s troops continue north.

Turn 118 – 75 AD
The Witches of the West have discovered Compass, man they are teching like mad!
Move units.
Mm cities.

IBT
Seattle Granary => Forge.

Turn 119 – 100 AD
Move units.
Witches of the West will now trade HBR but will wait as all we have is Lit.
Ragg’s stack continues north.

IBT
Raggie comes calling and wants to trade Wine to us for Iron, no way! He remains pleased with us?

Turn 120 – 125 AD
Defense nearly ready in Philly area..
Upgrade Warrior in Philly to Axe for 80 Gold (that hurts a bit)
Change build in New York to Taoist Missionary.
Hire an Engineer in Washington.
Change build in Chicago to a Work Boat.
Witches of the West will now trade Compass as well as HBR.

IBT
Washington Spear => Archer.

Turn 121 – 150 AD
Move units, 2 Settlers and a Taoist Missionary are asleep NE of Philly.
Pop rush Taoist Missionary in New York for 2 pop with 25 hammer overflow.
Pop rush Work Boat in Chicago for 1-pop.
Raggie now has Compass.

IBT
Washington Archer => Axe.
New York Taoist Missionary => Moai.
Chicago Work Boat => Granary.
Two Great Merchants were born in lands far away.
Judaism spread to Washington.
Wicked Witch of the North founds Samarqand and births a Great Prophet.
The South Witches are now the worst enemy of the East Witches.

Turn 122 – 175 AD
Axe delivered from Galley into Philly.
OK, let’s see if Raggs declares war?

IBT
Rags does declare war on us and moves onto the Sheep tile.
Our empire has grown to 2 million souls.
Rags pillages the Sheep.

Turn 123 – 200 AD
Time for a quick Haka… :mischief:
Promote Cat to Barrage1 and attack stack at 58.54% odds. Cat dies.
Promote second Cat to Barrage1 and attack at 65.62% odds and Cat survives, now 3/5.
Promote Axe to CBT1 and attack Axe at 89.26% and kill him, Axe at 4.1/5.
Axe attacks Axe at 94.96% and kills him, now at 3.2/5.
Sword attacks Spear at 96.38% and kills him, now at 3.1/6.
Sword attack Chariot at 97.35% and kills him, now at 3.1/6.
Axe attacks Chariot at 96.38% and kills him, now at 3.4/5.
Promote Spear to CBT1 and attack Axe at 98.69% and kill him, now at 2.3/4.
Promote Archer to CBT1 and attack Chariot at 82.31% and Archer dies, now Chariot at 0.0/4 (never have seen that before).
Archer attacks Chariot at 100% and kills him, stack eliminated with the loss of one Archer and one Cat.
Check cities and mm.
There is a Work Boat scouting around Liz’s land to the north, trying to find a way to the redoubt of Oz.
Stop, save and prepare to hand game over.


Raggie has Compass which it would be nice to get for peace. although as MP has pointed out, that might not fly.
The Witches of the West have been teching like mad and have Paper, HBR, Compass and who knows what else.
Think we are ready to adopt religion now that immediate needs have been met and can also probably change to Caste and Pacifism as cities have grown significantly, despite a bit of whipping.

edit - as the server is down, the save is attached below:
 

Attachments

Roster:
DJMGator13 - UP
-Asterix- - On Deck
Htadus
The-Hawk
Cactus Pete
Mad Professor
leif
:whew:
:)

Haven't heard from Gator in some time and he hasn't been on the forums since September 3rd. :eek:

How are you fixed for time -Asterix-?
Htadus, you may be next if you have the time?
 
Played 13 turns, through the defeat of Raggie's initial stack. We lost a Cat and an Archer, he lost the whole stack. :)

That's the good news I needed to hear. :D There's a weekend coming up - I might even have time to look at the save carefully :rolleyes:

edit - as the server is down, the save is attached below:

I presume you will do the honors of officially uploading it when the server is once again functional?
 
Looks like fine progress :goodjob:... I really like the way we are building out our cities to take advantage of the resource rich start. I'm thinking we might want to send out units down the road after they heal. Might as well get back into the REX business.

I'm ok with trading a tech for peace although hopefully after that spanking you gave them, they won't ask for one.

As far as next player... the good news is we are making good progress overall. Ahead of most of the teams so maybe no hurry.
 
How are you fixed for time -Asterix-?
I will be busy during the weekend but could start from scratch on Monday (look at the save and so on). The bad thing is that my internet at home has been broken for some days now and I don't really know when it'll be online again (hopefully in few days...). Until then I will have access to forums only from work which doesn't actually help here. :(

If it's ok to start after weekend I can do it if I just get access to internet again.
 
Server is up, save submitted.

Thik we'll wait until tonight to see if Gator checks in, if not, then -Asterix- can have it for next week. If internet problems keep that from happening, then if Htadus is available, we'll go there. I'm flexible... :)

Hawk is correct, we're a ways ahead of others but do not like to let our momentum slide too much. ;)

Here is the session log:
Spoiler :
Here is your Session Turn Log from 125 BC to 200 AD:

Turn 110, 125 BC: You have discovered Aesthetics!
Turn 110, 125 BC: You have trained Taoist Missionary in New York. Work has now begun on Moai Statues.
Turn 110, 125 BC: Wicked Witch of the North has completed The Temple of Solomon!
Turn 110, 125 BC: Judaism has spread in Philadelphia.
Turn 110, 125 BC: Good Witch of the East adopts Hereditary Rule!

Turn 111, 100 BC: Taoism has spread in Atlanta.
Turn 111, 100 BC: You have trained a Work Boat in Chicago. Work has now begun on a Granary.
Turn 111, 100 BC: Good Witch of the West converts to Hinduism!

Turn 112, 75 BC: Taoism has spread in Not Kansas.
Turn 112, 75 BC: The borders of Philadelphia have expanded!

Turn 113, 50 BC: You have discovered Literature!
Turn 113, 50 BC: The borders of Washington have expanded!
Turn 113, 50 BC: You have trained a Settler in Washington. Work has now begun on a Axeman.

Turn 114, 25 BC: You have trained a Axeman in Washington. Work has now begun on a Catapult.
Turn 114, 25 BC: Johannes Kepler (Great Scientist) has been born in a far away land!

Turn 115, 1 AD: The Temple of Artemis has been built in a far away land!
Turn 115, 1 AD: Good Witch of the North adopts Organized Religion!

Turn 116, 25 AD: You have trained Taoist Missionary in New York. Work has now begun on Moai Statues.

Turn 117, 50 AD: The borders of Chicago have expanded!
Turn 117, 50 AD: The borders of Seattle have expanded!

Turn 118, 75 AD: The Hanging Gardens has been built in a far away land!

Turn 121, 150 AD: New York can hurry Taoist Missionary for 2⇴ with 30ℤ overflow and +1⇤ for 47 turns.
Turn 121, 150 AD: Boston has grown to size 7.
Turn 121, 150 AD: Philadelphia has grown to size 9.
Turn 121, 150 AD: Chicago has grown to size 3.
Turn 121, 150 AD: Chicago can hurry Work Boat for 1⇴ with 9ℤ overflow and +1⇤ for 10 turns.
Turn 121, 150 AD: Atlanta will grow to size 6 on the next turn.
Turn 121, 150 AD: You have trained Taoist Missionary in New York. Work has now begun on Moai Statues.
Turn 121, 150 AD: You have trained a Work Boat in Chicago. Work has now begun on a Granary.
Turn 121, 150 AD: Enrico Dandolo (Great Merchant) has been born in a far away land!
Turn 121, 150 AD: Marco Polo (Great Merchant) has been born in a far away land!
Turn 121, 150 AD: Judaism has spread in Washington.
Turn 121, 150 AD: Wicked Witch of the North has founded Samarqand in a distant land.
Turn 121, 150 AD: Mencius (Great Prophet) has been born in Beshbalik (Wicked Witch of the North)!
Turn 121, 150 AD: A Forest has grown near Washington!

Turn 122, 175 AD: Atlanta has grown to size 6.
Turn 122, 175 AD: Atlanta can hurry Forge for 3⇴ with 24ℤ overflow and +1⇤ for 10 turns.
Turn 122, 175 AD: Wicked Witch of the West has 60 gold available for trade.
Turn 122, 175 AD: Good Witch of the West has 70 gold available for trade.
Turn 122, 175 AD: Good Witch of the South/Wicked Witch of the South is the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 122, 175 AD: Not Kansas will grow to size 11 on the next turn.
Turn 122, 175 AD: Seattle will grow to size 5 on the next turn.
Turn 122, 175 AD: Wicked Witch of the South has founded Ndondakusuka in a distant land.
Turn 122, 175 AD: Deal Canceled: Crab to Good Witch of the East for Gold Per Turn (2)
Turn 122, 175 AD: Deal Canceled: Crab to Wicked Witch of the East for Clam
Turn 122, 175 AD: Wicked Witch of the East/Good Witch of the East has declared war on you!
Turn 122, 175 AD: Good Witch of the East refuses to talk.
Turn 122, 175 AD: Wicked Witch of the East refuses to talk.
Turn 122, 175 AD: A Pasture has been destroyed by a marauding Viking Chariot!

Turn 123, 200 AD: The enemy has been spotted near Philadelphia!
Turn 123, 200 AD: Not Kansas has grown to size 11.
Turn 123, 200 AD: Washington can hurry Axeman for 1⇴ with 28ℤ overflow, 6ℴ added to the treasury, and +1⇤ for 12 turns.
Turn 123, 200 AD: New York can hurry Moai Statues for 1⇴ with 11ℤ overflow and +1⇤ for 55 turns.
Turn 123, 200 AD: Seattle has grown to size 5.
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) (5.00) vs Wicked Witch of the East's Axeman (5.50)
Turn 123, 200 AD: Combat Odds: 58.5%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Your Catapult 1 (Washington) has caused collateral damage! (6 Units)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (80/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (60/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (81/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (40/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (20/100HP)
Turn 123, 200 AD: Dorothy's Catapult 1 (Washington) is hit for 20 (0/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman has defeated Dorothy's Catapult 1 (Washington)!
Turn 123, 200 AD: Your Catapult 1 (Washington) has died trying to attack a Axeman!
Turn 123, 200 AD: Dorothy's Catapult 2 (Washington) (5.00) vs Wicked Witch of the East's Axeman (4.84)
Turn 123, 200 AD: Combat Odds: 65.6%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Your Catapult 2 (Washington) has caused collateral damage! (6 Units)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (69/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (50/100HP)
Turn 123, 200 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (80/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 19 (31/100HP)
Turn 123, 200 AD: Dorothy's Catapult 2 (Washington) is hit for 20 (60/100HP)
Turn 123, 200 AD: Your Catapult 2 (Washington) has withdrawn from combat with a Axeman!
Turn 123, 200 AD: Dorothy's Axeman 2 (Washington) (5.50) vs Wicked Witch of the East's Axeman (3.79)
Turn 123, 200 AD: Combat Odds: 89.3%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Combat: -50%)
Turn 123, 200 AD: (Combat: +50%)
Turn 123, 200 AD: Dorothy's Axeman 2 (Washington) is hit for 18 (82/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (48/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (27/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (6/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (0/100HP)
Turn 123, 200 AD: Dorothy's Axeman 2 (Washington) has defeated Wicked Witch of the East's Axeman!
Turn 123, 200 AD: Your Axeman 2 (Washington) has destroyed a Axeman!
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) (5.00) vs Wicked Witch of the East's Axeman (3.35)
Turn 123, 200 AD: Combat Odds: 95.0%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Combat: -50%)
Turn 123, 200 AD: (Combat: +50%)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (40/100HP)
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) is hit for 18 (82/100HP)
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) is hit for 18 (64/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (19/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 21 (0/100HP)
Turn 123, 200 AD: Dorothy's Axeman 1 (Not Kansas) has defeated Wicked Witch of the East's Axeman!
Turn 123, 200 AD: Your Axeman 1 (Not Kansas) has destroyed a Axeman!
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) (6.00) vs Wicked Witch of the East's Spearman (3.55)
Turn 123, 200 AD: Combat Odds: 96.4%
Turn 123, 200 AD: (Extra Combat: +20%)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 16 (84/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 16 (68/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (51/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (28/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (5/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) is hit for 16 (52/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Spearman is hit for 23 (0/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 2 (Not Kansas) has defeated Wicked Witch of the East's Spearman!
Turn 123, 200 AD: Your Swordsman 2 (Not Kansas) has destroyed a Spearman!
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) (6.00) vs Wicked Witch of the East's Chariot (3.25)
Turn 123, 200 AD: Combat Odds: 97.4%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (50/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (84/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (26/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (68/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) is hit for 16 (52/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (2/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 24 (0/100HP)
Turn 123, 200 AD: Dorothy's Swordsman 1 (Not Kansas) has defeated Wicked Witch of the East's Chariot!
Turn 123, 200 AD: Your Swordsman 1 (Not Kansas) has destroyed a Chariot!
Turn 123, 200 AD: Dorothy's Axeman 3 (5.00) vs Wicked Witch of the East's Chariot (2.96)
Turn 123, 200 AD: Combat Odds: 96.4%
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (51/100HP)
Turn 123, 200 AD: Dorothy's Axeman 3 is hit for 16 (84/100HP)
Turn 123, 200 AD: Dorothy's Axeman 3 is hit for 16 (68/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (28/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (5/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (0/100HP)
Turn 123, 200 AD: Dorothy's Axeman 3 has defeated Wicked Witch of the East's Chariot!
Turn 123, 200 AD: Your Axeman 3 has destroyed a Chariot!
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) (4.40) vs Wicked Witch of the East's Axeman (2.00)
Turn 123, 200 AD: Combat Odds: 98.7%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: (Combat: +50%)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 18 (7/100HP)
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) is hit for 21 (79/100HP)
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) is hit for 21 (58/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Axeman is hit for 18 (0/100HP)
Turn 123, 200 AD: Dorothy's Spearman 1 (Washington) has defeated Wicked Witch of the East's Axeman!
Turn 123, 200 AD: Your Spearman 1 (Washington) has destroyed a Axeman!
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) (3.30) vs Wicked Witch of the East's Chariot (2.55)
Turn 123, 200 AD: Combat Odds: 82.3%
Turn 123, 200 AD: (Extra Combat: -10%)
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (80/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 19 (39/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (60/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (40/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 19 (20/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 19 (1/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (20/100HP)
Turn 123, 200 AD: Dorothy's Archer 3 (Washington) is hit for 20 (0/100HP)
Turn 123, 200 AD: Wicked Witch of the East's Chariot has defeated Dorothy's Archer 3 (Washington)!
Turn 123, 200 AD: Your Archer 3 (Washington) has died trying to attack a Chariot!
Turn 123, 200 AD: Dorothy's Archer 2 (Washington) (3.00) vs Wicked Witch of the East's Chariot (0.04)
Turn 123, 200 AD: Combat Odds: 100.0%
Turn 123, 200 AD: (Extra Combat: +10%)
Turn 123, 200 AD: Wicked Witch of the East's Chariot is hit for 23 (0/100HP)
Turn 123, 200 AD: Dorothy's Archer 2 (Washington) has defeated Wicked Witch of the East's Chariot!
Turn 123, 200 AD: Your Archer 2 (Washington) has destroyed a Chariot!
Turn 123, 200 AD: Boston will grow to size 8 on the next turn.
Turn 123, 200 AD: Atlanta will grow to size 7 on the next turn.
 
Server is up, save submitted.

Thik we'll wait until tonight to see if Gator checks in, if not, then -Asterix- can have it for next week. If internet problems keep that from happening, then if Htadus is available, we'll go there. I'm flexible... :)

Hawk is correct, we're a ways ahead of others but do not like to let our momentum slide too much. ;)I think if possible the other 2 players; gator and -Asterix- should play to get a feel for the game. I will avail my self as needed.

Good Job leif (...getting us into a war :D.)

BTW did you notice that Ragnar has a hidden +1 point toward us. Also, I am for NOT getting peace if we can not get a tech for it. Here is the reason. We are not going to suffer because of loss of science since

  1. we are not trading with them,
  2. No trade routes with them,
  3. We have unhindered trade path to England.
  4. we have plenty of happy
  5. we can get a large army ready to go take out who ever loose most units. Does not matter which.
  6. We can have Elephants pretty soon by trading Lit after we build it.

If we set up that copper city and fortify it, then they will come to become Martir's.

I think we should send a 4 unit pillage team to which India topillage all we can. 2 axes, spear and chariot would do well. Pillage roads and improvements.
 
Good Job leif (...getting us into a war :D.) Yes, very skillfully done.

BTW did you notice that Ragnar has a hidden +1 point toward us. No, how do you know and what is the sognificance? Also, I am for NOT getting peace if we can not get a tech for it. Here is the reason. We are not going to suffer because of loss of science since

  1. we are not trading with them,
  2. No trade routes with them,
  3. We have unhindered trade path to England.
  4. we have plenty of happy
  5. we can get a large army ready to go take out who ever loose most units. Does not matter which.
  6. We can have Elephants pretty soon by trading Lit after we build it.

If we set up that copper city and fortify it, then they will come to become Martir's. I'm with you this far, except for the large army.

I think we should send a 4 unit pillage team to which India topillage all we can. 2 axes, spear and chariot would do well. Pillage roads and improvements.
I can see pillaging metals and horses and capturing a worker, but other improvements will need to be built back (if we go for a Dom'n win) and Asoka is not developing and teching madly ahead of us. Like taking the barb city and protecting the copper/horse city a bit more than a pillaging expedition right now.

Really like the exploring wkbt.
 
Would like to see us find a way to involve the west witches and south witches in some war with each other. The west are teching like crazy and it would be nice to slow them down. They are not exactly all on speaking terms... :mischief:

I can see pillaging metals and horses and capturing a worker, but other improvements will need to be built back (if we go for a Dom'n win) and Asoka is not developing and teching madly ahead of us. Like taking the barb city and protecting the copper/horse city a bit more than a pillaging expedition right now.
Going big at the moment would be tough to support. Cities are growing like mad, soon we should be able to start after someone. :hammer:

Really like the exploring wkbt.
It is taking forever to get around to that darned redoubt. I was a bit worried when I saw what looked like some green coast at the redoubt's NE corner, would like to check that out and make sure it is blocked. :scan:
 
Gator hasn't been in, so

Updated Roster:
-Asterix- - UP
Htadus - On Deck
The-Hawk
Cactus Pete
Mad Professor
leif
DJMGator13


Hope -Asterix- has his internet fixed? :please:
:mischief:
 
Haven't downloaded the save yet but I'm good to go. Internet is working again. :)

If I have time, I'll check the save later this evening. If not, then on tomorrow evening. Meanwhile, I'll just recap things from the thread and try to get some kind of overall picture of current situation. Any thoughts and ideas from you guys are greeted with satisfaction.
 
Sorry, a bit slow to get back. Having some hard drive issues. :rolleyes:

Had another look at the save. We have some civic changes to make and to adopt Taoism.

The diplo situation is interesting. The pair of West Witches are pretty tight with the South Witches. However, both sets of them have little use for either the North or East Witches, nor do the North or East have any use for each other. In fact, with a bit of incentive, the West Witches will declare on the North or East sets. :mischief:

Of course, the West and South Witches are leading the others in score and tech. Would be nice to find a way to drive a wedge between them, but I have no suggestion that I think would work.

If we come up with something, we should probably give it a try before we adopt Taoism, as that will cause some diplo problems for us.

If we are beating war drums, the thought has occurred to me to consider adoption of Theocracy instead of Pacifism?

Think our cities are ready for Caste and more specialists.

Looking at the graphs at central, it seems Plastic Ducks may have gotten Great Lighthouse in addition to the Oracle and 'mids as we did? Their score is taking off too, may be conquering already.
 
@CP

I think I miss read the +1 hidden diplo. However, Ragnar is definately not Tokugawa since he would have had a -2 hidden diplo with us and hence would have been Annoyed with us.

I will wait until Asterix's ideas before commenting. As I said before I am for founding the copper city and setting up our defence there. It will require a few cats and an asortment of units and a healer.
 
Sorry for my absence, RL has been busier than I suspected. :(

Is it true that we still don't know what it takes to get rid of the Wizard of Oz? If not, it should be a big priority (via scouting or map trading) as we need to know how far we have to proceed. Do we need paratroopers or Astro? If there's ocean on the way, can we culture-bridge or are galleons needed? Of course galleons will be a nice asset in warring too as pointed out earlier.

Another question about changing civics and adopting religion: I assume we want some great scientists or possibly merchants for bulbs and such in near future? Would it be possible to wait a bit and do the change in golden age to avoid at least two turns of anarchy? During that same GA it would be possible to raise some of those great people in multiple cities (possibly starving them a bit) if they were big enough. Any thoughts on this?
 
Sorry for my absence, RL has been busier than I suspected. :(
RL shouldn't be allowed... :mischief:

Is it true that we still don't know what it takes to get rid of the Wizard of Oz? If not, it should be a big priority (via scouting or map trading) as we need to know how far we have to proceed. Do we need paratroopers or Astro? If there's ocean on the way, can we culture-bridge or are galleons needed? Of course galleons will be a nice asset in warring too as pointed out earlier.
We have an Archer in Mongol territory and a Work Boat heading around the north of England's continent, but still a ways from the redoubt. The answer to your question is that we do not yet know what we need. :crazyeye:

Looking closely at the map, it appears that there is a coastal tile, green grass, on the NE corner of the redoubt. However, there could still be mountains blocking from this direction. Speculation says we need para's, but the fact has not been established.

Another question about changing civics and adopting religion: I assume we want some great scientists or possibly merchants for bulbs and such in near future? Would it be possible to wait a bit and do the change in golden age to avoid at least two turns of anarchy? During that same GA it would be possible to raise some of those great people in multiple cities (possibly starving them a bit) if they were big enough. Any thoughts on this?
Thinking we need to change soon. Was about to do it when the Viking stack showed up to our south and didn't want to lose a turn of production trying to prepare for its arrival. All our current cities now have Taoism and, with the two settlers, each has a Taoism Missionary with them.

Our cities are fairly large and still growing rapidly, we really need to have Caste to control the pop growth and get some GP's cooking. Seems like Pacifism is best for now to help that along.

If we decide to wait for long, then we should war to gain gold to feed our research, which is pretty good at 100%. Not too sure we want to wait very long before going after some other civs. Would be nice to have Maces (we need to complete CS and get Machinery), although Swords and Cats are probably enough to take out Asoka and Raggie. Think we should begin preparation to do so.
 
RL shouldn't be allowed... :mischief:
Tell me about it...

We have an Archer in Mongol territory and a Work Boat heading around the north of England's continent, but still a ways from the redoubt. The answer to your question is that we do not yet know what we need. :crazyeye:

Looking closely at the map, it appears that there is a coastal tile, green grass, on the NE corner of the redoubt. However, there could still be mountains blocking from this direction. Speculation says we need para's, but the fact has not been established.
Geez that map is huge! Scouting all the "tentacles" of this "octopus" normally would take ages, interested to see what some map trades can do...

Thinking we need to change soon. Was about to do it when the Viking stack showed up to our south and didn't want to lose a turn of production trying to prepare for its arrival. All our current cities now have Taoism and, with the two settlers, each has a Taoism Missionary with them.

Our cities are fairly large and still growing rapidly, we really need to have Caste to control the pop growth and get some GP's cooking. Seems like Pacifism is best for now to help that along.

If we decide to wait for long, then we should war to gain gold to feed our research, which is pretty good at 100%. Not too sure we want to wait very long before going after some other civs. Would be nice to have Maces (we need to complete CS and get Machinery), although Swords and Cats are probably enough to take out Asoka and Raggie. Think we should begin preparation to do so.

As our happy cap is huge, there's no need to really control pop growth that much. There seems to be only few not-that-good tiles worked (like grassland farms and coastal tiles) so I don't see "immediate" need to switch to caste. On the other hand, I don't see much point in massive whipping either.

Next GP is coming in 5 turns from Not Kansas, probabilities are around 60% for GSci and 40% for GE. GE would be nice to bulb Machinery but don't know what to do with GSci. one option would be to use it for GA to avoid 2 turns of anarchy (1 for switching to caste + pacifism, 1 for adopting taoism) and to raise more GPs during that period. Can we wait 5 more turns to see what we get before caste & stuff?

If we really need to tech up to paras, is it any use to go warring with cats + axes/swords/maces to far-away lands when we can still expand peacefully? Distances are huge and those galleons will definitely speed up things. And so will horses... I'd wait for cuirassiers instead and concentrate on teching up the tree atm with repre.

Copper city should be settled asap and those troops that handled Ragnar's initial stack could go and secure the land further in the middle. Another settler could go either far to the middle area or south of Not Kansas for two seafoods and a hill. Regarding copper city, on which tile have you guys thought to settle? Of course, all 4 resources should be on bfc but should we settle to form a canal with or without forts?
 
As our happy cap is huge, there's no need to really control pop growth that much. There seems to be only few not-that-good tiles worked (like grassland farms and coastal tiles) so I don't see "immediate" need to switch to caste. On the other hand, I don't see much point in massive whipping either. Good points. IMHO, since we are planning to use an SE for our economy, we might as well switch now. Especially since we are in Representation.
Next GP is coming in 5 turns from Not Kansas, probabilities are around 60% for GSci and 40% for GE. GE would be nice to bulb Machinery but don't know what to do with GSci. one option would be to use it for GA to avoid 2 turns of anarchy (1 for switching to caste + pacifism, 1 for adopting taoism) and to raise more GPs during that period. Can we wait 5 more turns to see what we get before caste & stuff? I'm not a big fan of a GA with so few cities settled. I would hold the GS for Edu bulb.

If we really need to tech up to paras, is it any use to go warring with cats + axes/swords/maces to far-away lands when we can still expand peacefully? Distances are huge and those galleons will definitely speed up things. And so will horses... I'd wait for cuirassiers instead and concentrate on teching up the tree atm with repre. This is a very good point. No need to rush to war until we've finished the REX available to us.

Copper city should be settled asap and those troops that handled Ragnar's initial stack could go and secure the land further in the middle. Another settler could go either far to the middle area or south of Not Kansas for two seafoods and a hill. Regarding copper city, on which tile have you guys thought to settle? Of course, all 4 resources should be on bfc but should we settle to form a canal with or without forts?

I vote for 1 SW of copper. Settling the spot to form a canal without fort brings in 3 crap tiles.
 
We either need Caste to get more specialists to speed up out teching, or we need to grow cities fast to use the happies available to us - there is something to be said for both strategies. Either way we need Caste sooner or later. IF we're going to grow cities more we probably need more tiles developed - other wise we'll be running mediocre tiles and some of those cities won't grow much past a certain food limit anyway. Either way now heavy whipping should be a thing of the past. I think we've done that to its limit now. :lol:

I lean towards caste and more specialists sooner as a gut felling because I don't like the way our tech rate is floating along at the moment - I'd like to see it given a good kick in the backside with some more specialists. However I know that good math can show my gut feelings to be short sighted. We do have a couple of cities that are growing very fast indeed and if growing them to huge size is going to be better, so be it.

Of course we could always adopt caste for the benefit of using more specialists in some cities while still growing some cities fast - adopting caste doesn't mean we have to stop growing some cities.

I agree that we should be thinking to settle down the arm now - the army that dealt with Raggie's stack is probably adequate to fend off any further stacks he sends our way. I don't think we're in a position to launch an effective counter attack any time soon.

Edit: Just thinking about why not adopting caste and pacifism and the cost is really only slavery and OR. We only need OR for any buildings and then it's only a help if we adopt Taoism to build the building. Right at this instant, if we're not going to keep using the whip, then slavery and OR are getting us nothing, and OR is expensive on maintenance. Maybe this is a reason for Caste+Pacifism sooner rather than later? (plus the change to Tao). The only remaining consideration is the turns of anarchy as Asterix mentions...
 
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