SGOTM 16 - Fifth Element

I can do that! Hopefully, everyone else can have a look before I start. I'm headed home now...
 
Here is my suggestion moving forward (on the war at least):

1. Before the turn ends: Break Stack, Fortify Musketeer 8 and Musketeer 23. Give Musketeer 17, 4, 20, 22 Cover promotion. Then move Musketeer 7, 14, 28 to 1W of Memphis. Move Musketeer 19, 5, 17, 4, 20, 22 to 2W1S of Memphis.
Are those latter 6 the ones with only 1 move? It makes sense in this case.
Leave Musketeer 24, 30 and the general in Thebes one turn.
2. Report back with a save that will show us what we are up against in Memphis.

I vote for Econ from Lib as long as it is safe.
So, we move 2 3 muskets, and 1 6.
All 9 are ready to attack next turn or to run back in Thebes in case of danger. We keep 4 in Thebes.

If we can take Memphis next turn, we can also kill the pike after it, so we fight in no ones land. Good plan, provided Memphis is actually light defended.

First thing to see tomorrow morning. Mastiff, if you see Memphis possible, go on. 1-2 units can be sacrificed. As usual, the less experienced. I'm sure we'll have one more city for breakfast. Good night.

Econ from Lib is decided, go for it. Then go back to chem, it's almost finished... almost, dammit.
 
Opening game now...

Elephant has 1 LB, 1 Cat, and 1 Axe
 
Opening game now...

Elephant has 1 LB, 1 Cat, and 1 Axe
I was leaving, then i've seen your post... If we manage to take Memphis with not much losses, you can move the units to take Ele in 2 turns from now. I'm sure you don't need more hints, kill'em all. Good luck!
 
I think I'm good. UT is here, too. :)

Sleep well!
 
Memphis has 2 LB's

EDIT: Still want to send them all, UT? Can the 2 muskets hold Thebes?
 
you will be leaving 2 fortified, two healing and the general in Thebes.

There will be at least 1 or 2 more units in memphis by the time you attack.

Better to not take chances. Either way it will take 2 turns to get units in place for Elephatine

Also when you take Memphis, only move 2 units in, so the one that kills the city and one other. You want to maximize he moves left on the other units. So any that attack from 2 way should attack one at a time not the whole stack so that any that aren't used can be moved to Ele that turn.
 
you will be leaving 2 fortified, two healing and the general in Thebes.

There will be at least 1 or 2 more units in memphis by the time you attack.

Better to not take chances. Either way it will take 2 turns to get units in place for Elephatine

Got it. Well, unless it's a 2 move unit, it can only be the pike. Ram upgrade the HAs to knights down in Akhe, but they haven't moved from there, so they can't make it.

EDIT: No one mentioned the Sal trade. Guess I'm on my own there.
 
187-
Hammu has no worst enemy and will trade
Ram takes Venta and refuses to talk
Finish Lib, take Econ, GM born in Paris - Now running @0% on Chem
Sankore was built, but I missed where! Can anyone tell me how to figure it out?
Lighthouses built
GG settled in Apache

War:
Knight joined Memphis, lost first 2 muskets, won @ 19% and finished it off. (good plan UT)
Left 2 units in Memphis, moved some back to Thebes
Can hit Ele in 2 turns if we want
 
I think Gergovia is best for the NE...
 
187-
Hammu has no worst enemy and will trade
Ram takes Venta and refuses to talk
Finish Lib, take Econ, GM born in Paris - Now running @0% on Chem
Sankore was built, but I missed where! Can anyone tell me how to figure it out?
Lighthouses built
GG settled in Apache

War:
Knight joined Memphis, lost first 2 muskets, won @ 19% and finished it off. (good plan UT)
Left 2 units in Memphis, moved some back to Thebes
Can hit Ele in 2 turns if we want

If we take Elep then he will be be ready to give us anything we want for peace. You should be able to run all the units less the two musketeers in thebes and Memphis to Elepha, and hit it hard. Once you take that one, then save and we can decide if we want any more cities.


To see where any wonder is built, check the info screen ( the small icon in the upper right that looks like a red graph on a white background ). Then choose Top5 cities/wonders. If we know the city then it will show in the list. My guess is in Heliopolis.
 
To see where any wonder is built, check the info screen ( the small icon in the upper right that looks like a red graph on a white background ). Then choose Top5 cities/wonders. If we know the city then it will show in the list. My guess is in Heliopolis.

Wow. I knew that... It's been a long time. Thanks!

EDIT: And you're right, Helio it is! So it should be ours soon enough, right? :)
 
Ele will be a crapshoot. I figure 2 to take the LB, and one each for the others. I have 5 to send, giving me 1 insurance... I'll let you know how it goes!
 
Okay, played to 189, here are the highlights:

188 - Ram wants peace again, no surprise. Sal has cows and crabs to trade... he has Astro.
189 - Salad is now the worst enemy of Ram. Big deal, I trade deer, corn and sheep for cow crab & 11gpt.

Also... on 189, I sweated it, but after losing 2 muskets, we took Elephant. I suggest we now make peace, as we're running a bit thin. I'll upload the save for critiques and suggestions on what we want from Ram for peace.

@ZPV (and anyone) Can you give an idea when Saladin might trade Astro, the conditions and what we would need to get it?
 

Attachments

Great job! I'll take a look at the save in about 14 hours
 
Well played.

Try getting Pi-Ramesses and Byblos from him in the peace treaty. Is bank worth it in Orleans? 200 hammers to get 5 gpt?

I think NE and globe should go in Gergovia. Hermitage in Orleans. Perhaps start the hermitage at once?
 
I'll check the save tonight, but I think that getting techs is better than getting cities, since we will conquer the cities in ~15 turns anyway.

The Orleans bank is good because it is a fast build, and relatively useful. But can be switched for something else that has more benefits. (Main objective is to get enough banks, but we have a lot of turns until wall street becomes available)

Are we sure that we want hermitage in a relatively strong culture city? Isn't Orleans the city that will get to legendary first? in that case we should put the Hermitage in the 2nd legendary city.
 
Yes, that makes perfect sense. I was just thinking that we should get corporations so that we may build wall street.

If we run artists with globe theatre in Gergovia it will turn legendary before Orleans.

Preferable we would want to have the hermitage in the strongest culture city to get the most out of it. The second strongest can be rushed with great artists. If we plan on having no great artists at all we should put hermitage in the second strongest culture city.

We could put hermitage and globe in Gergovia. This will allow us to put NE somewhere else where we concentrate on other great people, letting Gergovia run only artists and then rush Orleans with whatever great artist we did spawn.
 
I would like to rely on Great Artists as little as possible, GP are better spent as golden ages. With sushi and many religions, we have a lot of means of increasing a city's culture. Not mentioning later wonders. If we do it this way, hermitage is better spent on the city with the second largest culture output.

We still need an agreement on NOT going for culture though.
 
I think me and Blubmuz want to go space.

ZPV wants to go culture only if it is cheap. And so far I do not see any reason for us to expect it to be cheap.

I have not had the impression that anyone else is proposing a culture victory.

As far as I can tell we have an agreement not to go for a culture victory.

I find it very hard to see how we are going to get two legendary cities without great artists.

Even with a 35 resource sushi, four cathedrals, eiffel tower and free speech. That is only 315 culture per turn. Do we even have 35 resources on the continent? If we get 70 sid sushi resources we should probably go for a cultural victory.

Can someone count the number of sid sushi resources we have?
 
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