SGOTM 16 - Fifth Element

T116
Lost hanging gardens.

Do we want to talk about this?
No need to. Just this: did you already chopped?
Can you see who's got it? I don't remember when we arrived to Math, nor if we could have started sooner. Aside this, unless Ramses did it, there can be Ottomans in game.
They love to have their UB and the HG usually are highly anticipated in time when Ottomans are in game.

Tell us along with the news of our successful barb city campaign as soon as you can.
 
It is unknown who built it.

I will turn to produce more hammers so that we will get more money out of it.

It would be good to know what to do with the chops around Lyon now. Since people are on the forests I think we can prechop for universities.
 
now I'm leaning towards making road on hill SW of Lyon while the other two workers help with resources around Marseilles. I kinda need to get that horse if I want to build a chariot as 4th unit.
 
I updated page 1 and in the 4th post i'ce copied he objective list.
I think it's too soon now, but i'll update it with our plans.

I also noticed that - at present - we're only 4 active players... not good. Let's hope some of the frozen ones will recover soon.

We also need to speed our pace: we know that the game is long and we've only 2 months to the deadline.

ZPV, you're up next: are you ready?
 
I'm playing my last turns now and will upload tonight.
 
T117
Got 98 gold from hanging gardens. Putting hammers into a doomed project turns into overflow.

T118
Got Code of Laws.

T120
Ramesses has Calendar, let us hope Brennus will get it as well. Looks like the suspected Humbaba city is blocked from the island by ice. But looks like it will be accessible with Astronomy.
T121
Win battle against first archer. 5xp 2.9 strengh. Should be enough for a clean up.
T122
Won first battle.
Won second battle as well.
 
Turn 115, 1 AD: The borders of Rheims have expanded!
Turn 115, 1 AD: The Hanging Gardens has been built in a far away land!

Turn 116, 25 AD: You have trained a Swordsman in Orleans. Work has now begun on a Swordsman.
Turn 116, 25 AD: Lyons can no longer work on The Hanging Gardens. The lost ℤ is converted into 98ℴ!

Turn 117, 50 AD: You have discovered Code of Laws!
Turn 117, 50 AD: You have trained a Swordsman in Orleans. Work has now begun on a Chariot.
Turn 117, 50 AD: Thespis (Great Artist) has been born in a far away land!
Turn 117, 50 AD: The Statue of Zeus has been built in a far away land!

Turn 121, 150 AD: Orleans can hurry Swordsman for 1⇴ with 26ℤ overflow and +1⇤ for 32 turns.
Turn 121, 150 AD: Lyons has grown to size 8.
Turn 121, 150 AD: Rheims has grown to size 6.
Turn 121, 150 AD: Tours has grown to size 6.
Turn 121, 150 AD: Clearing a Forest has created 30 ℤ for Marseilles.
Turn 121, 150 AD: Louis XIV's Swordsman 1 (Orleans) (6.00) vs Barbarian's Archer (4.35)
Turn 121, 150 AD: Combat Odds: 75.3%
Turn 121, 150 AD: (Fortify: +25%)
Turn 121, 150 AD: (City Defense: +50%)
Turn 121, 150 AD: (City Attack: -30%)
Turn 121, 150 AD: Barbarian's Archer is hit for 23 (77/100HP)
Turn 121, 150 AD: Barbarian's Archer is hit for 23 (54/100HP)
Turn 121, 150 AD: Louis XIV's Swordsman 1 (Orleans) is hit for 17 (83/100HP)
Turn 121, 150 AD: Barbarian's Archer is hit for 23 (31/100HP)
Turn 121, 150 AD: Louis XIV's Swordsman 1 (Orleans) is hit for 17 (66/100HP)
Turn 121, 150 AD: Louis XIV's Swordsman 1 (Orleans) is hit for 17 (49/100HP)
Turn 121, 150 AD: Barbarian's Archer is hit for 23 (8/100HP)
Turn 121, 150 AD: Barbarian's Archer is hit for 23 (0/100HP)
Turn 121, 150 AD: Louis XIV's Swordsman 1 (Orleans) has defeated Barbarian's Archer!
Turn 121, 150 AD: Your Swordsman 1 (Orleans) has destroyed a Archer!
Turn 121, 150 AD: Paris will grow to size 10 on the next turn.
Turn 121, 150 AD: Orleans will grow to size 5 on the next turn.
Turn 121, 150 AD: Marseilles will grow to size 3 on the next turn.
Turn 121, 150 AD: Hinduism has spread in Verlamion.

Turn 122, 175 AD: Paris has grown to size 10.
Turn 122, 175 AD: Orleans has grown to size 5.
Turn 122, 175 AD: Lyons can hurry Barracks for 1⇴ with 17ℤ overflow and +1⇤ for 10 turns.
Turn 122, 175 AD: Marseilles has grown to size 3.
Turn 122, 175 AD: Louis XIV's Swordsman 2 (Orleans) (6.00) vs Barbarian's Archer (4.35)
Turn 122, 175 AD: Combat Odds: 75.3%
Turn 122, 175 AD: (Fortify: +25%)
Turn 122, 175 AD: (City Defense: +50%)
Turn 122, 175 AD: (City Attack: -30%)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (77/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman 2 (Orleans) is hit for 17 (83/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman 2 (Orleans) is hit for 17 (66/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (54/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (31/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (8/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (0/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman 2 (Orleans) has defeated Barbarian's Archer!
Turn 122, 175 AD: Your Swordsman 2 (Orleans) has destroyed a Archer!
Turn 122, 175 AD: Louis XIV's Swordsman 3 (Orleans) (6.00) vs Barbarian's Archer (4.35)
Turn 122, 175 AD: Combat Odds: 75.3%
Turn 122, 175 AD: (Fortify: +25%)
Turn 122, 175 AD: (City Defense: +50%)
Turn 122, 175 AD: (City Attack: -30%)
Turn 122, 175 AD: Louis XIV's Swordsman 3 (Orleans) is hit for 17 (83/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (77/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman 3 (Orleans) is hit for 17 (66/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (54/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (31/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (8/100HP)
Turn 122, 175 AD: Barbarian's Archer is hit for 23 (0/100HP)
Turn 122, 175 AD: Louis XIV's Swordsman 3 (Orleans) has defeated Barbarian's Archer!
Turn 122, 175 AD: Your Swordsman 3 (Orleans) has destroyed a Archer!
Turn 122, 175 AD: You have captured a Worker
Turn 122, 175 AD: You have captured Apache!!!
Turn 122, 175 AD: Lyons will grow to size 8 on the next turn.

Turn 123, 200 AD: Lyons has become unhappy.
 
Things have calmed down a little here in RL. I think I can be a bigger part of the team again. Give me a couple days to look at the save and put it with all the posts I've been reading and I should be ready to get back in active rotation; maybe after zpv?
 
Well played Folket! :goodjob:

Our first glorious siege is tied to your name forever :D

Things have calmed down a little here in RL. I think I can be a bigger part of the team again. Give me a couple days to look at the save and put it with all the posts I've been reading and I should be ready to get back in active rotation; maybe after zpv?

This is good news, I also have started to worry about the few active players. Let's hope that ZPV can play soon so we can move forward faster.
 
Welcome back unclethrill.

Blubzmuz, perhaps we can have a time goal for each turnset so that "I" as a player can get a feeling on when to speed up. Then any other player can ask for the time to be extended if they think something warrants more discussion.
 
Things have calmed down a little here in RL. I think I can be a bigger part of the team again. Give me a couple days to look at the save and put it with all the posts I've been reading and I should be ready to get back in active rotation; maybe after zpv?
Yeah, good news indeed. Tell us when you're ready, so i can put you in the roster.
Blubzmuz, perhaps we can have a time goal for each turnset so that "I" as a player can get a feeling on when to speed up. Then any other player can ask for the time to be extended if they think something warrants more discussion.
Good point.
the save is turn 123, 200 AD.
I doubt we can finish before 1700, turn 250. So let's assume 130 turns to go, or a range between 120 and 150.

Assuming 130 turns, if we keep the 20 turns pace it's 7 TSs. Not much, that will make for completing this round and another full round of players and it's done.

There're 2 things to consider:
- Xmas
- starting fron next TS we will have many things to do, thus the sets will be longer.

Always assuming 7 sets, we can set the 7th to be completed by January 6th, to let 15 days if we need more turns or if some set takes longer.

Much depends on our Xmas plans, i for me, aside a couple days have no problems. So we can consider 40 days to play 7 sets, say 5-6 days each.

Folket is already half-way, so we can consider his set done by Tuesday, i think.

Then is ZPV.

In the meantime, we must define how to complete our objectives. I now will post in red on page 1 my thoughts and i will update them once they will become our strategy.
 
I have played 21 turns now. It is ZPVs time now.

For some reason I though my TS started on turn 104.
 
I have played 21 turns now. It is ZPVs time now.

For some reason I though my TS started on turn 104.
A typo, sorry. OK, i update immediately roster and so on.

In the meantime, each one can take a look on my notes on the objectives on post 4 or 5 of this thread and comment.
 
The Decathlon objectives are as follows:
  • Humbaba --an advanced era barbarian unit -- must be dead (Thanks Leif). He is a real monster just like in BOTM 41, but now lives in a fairly secluded place.
    Kill him, that's all. With what? That must be seen. Since we have to arrive to FT1 we'll have any unit capable of kill anything. In case paratroopers are needed, we can detour to Fascism, which is not needed for FT1.
  • You own at least 2 Legendary culture cities.
    This makes me think to a culture victory: it satisfies 2 objectives.
  • You are EITHER the United Nations Secretary General OR the Apostolic Palace Resident.
    It's highly probable that Ramesses will build the AP for us. In case we need just to take it, then the election will be easy. If not, we'll see. We can also avoid to research Mass Media, which is not needed for FT1.
  • You have learned Future Tech 1.
    OK, this is the bottleneck, but also what makes easier some of the other objectives.
  • At least one AI opponent has been eliminated (conquered) by your team.
    Just one?
  • You own at least three Holy Shrines
    We already have one (Mahabody)... well, not exactly already, but you know... There're 4 Holy cities in our landmass...
  • You own at least three Corporate Headquarters
    Mining Inc (good for anything) - Sushi (good for culture) and Alunimum Co (good for research) or Creative Constructions, we'll see
    [*] You have stolen EITHER Iron Working, OR Astronomy, OR Physics using espionage. - Stolen IW, turn 102
  • You fulfil the requirements for TWO victory conditions, at least one of which is NOT Conquest or Domination. (For example, your spaceship arrives on Alpha Centauri the same turn you get Domination, that’s two. If you achieve domination on the same turn as conquest victory, then you need one more victory condition to fulfil this condition. Understood? ).
    This is the hardest point:
    - Let's not consider both the Diplo (Ap and UN).
    - Space requires many hammers and usually you are on FT3 or better when you land on AC.
    - Culture, as i said above, is well paired with the 2 LCs objective and can be well timed if we manage enough GAs
    - The last VC is the military option: Conquest or Domination. Much will depend on which one is easier.
    To summarize, i think that a military VC can be paired with a culture VC.

    I think a culture victory is going to be very expensive. Since we research from cottages as well as want legendary cities we need to start running artists somewhere. Perhaps there good food spots in the jungle. I think a better option is the UN victory. We can win the vote and kill of the last two civs afterwards.
    Probably can time it well with FT as well.

    [*] Blazing: You must submit a save covering at least your first 100 turns – or victory or defeat - not later than 2 months after game start. - done, 11/17
To avoid to be accused to force my ideas :), this post will be updated with the Team strategy once we have discussed it. For now, this is the draft.

Comment in green.
 
As for mid term goal. Getting Oxford and possible liberalism.

As for short term goal. Conquer next barbarian city and settle some new cities.
 
Got it.

Comments and PPP tomorrow.
 
I think a culture victory is going to be very expensive. Since we research from cottages as well as want legendary cities we need to start running artists somewhere. Perhaps there good food spots in the jungle. I think a better option is the UN victory. We can win the vote and kill of the last two civs afterwards.
Probably can time it well with FT as well.
You seem to forget that to complete another objective, we need 2 LCs. 2 or 3 doesn't make a big difference. That's my opinion, but i'd be glad to see more thoughts on this topic.

As for mid term goal. Getting Oxford and possible liberalism.

As for short term goal. Conquer next barbarian city and settle some new cities.
Short term goals are out of question. BTW i like the dotmap of the island. A city there must be prioritized for the TR. Let's try to squeeze the most from Lib, possibly Rifling or SP. But if we see it in danger Astro or Nationalism are good anyway.
 
You seem to forget that to complete another objective, we need 2 LCs. 2 or 3 doesn't make a big difference. That's my opinion, but i'd be glad to see more thoughts on this topic.

Short term goals are out of question. BTW i like the dotmap of the island. A city there must be prioritized for the TR. Let's try to squeeze the most from Lib, possibly Rifling or SP. But if we see it in danger Astro or Nationalism are good anyway.

What I mean is that 2 legendary cities is a huge investment and we need to plan for them now. And getting a third is going to be immensely expensive. If we want three I see no other way then switching to a specialist economy and having 50-100% culture slider with 2-3 cottages cities.

What does out of the question mean here. That we are not to discuss them or that you are not agreeing?
 
Short term goals are out of question. BTW i like the dotmap of the island. A city there must be prioritized for the TR. Let's try to squeeze the most from Lib, possibly Rifling or SP. But if we see it in danger Astro or Nationalism are good anyway.

What does out of the question mean here. That we are not to discuss them or that you are not agreeing?
I usually say out of question when a thing is obvious. This is the case.
But i know it can be the opposite too. I'll be more clear in future.

About the 3 versus 2 LCs, i really can't see a big difference. I can be wrong, but i'd like to have this explained. About a diplo victory, only if we have vassals, i think.

In the past SG we used a warring/corporations culture: it wasn't competitive with the other teams, but i think it can work for this particular game.
 
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