SGOTM 16 - Plastic Ducks

T147. Brennus settler is in place, earlier than expected. He'll settle next turn.

Spoiler :
Civ4ScreenShot0167.jpg


Do we bother attacking now? I don't think so...

We can launch the DOW 4-5 turns from now.

Edit: there are still 3 units from Brennus up North that I am thinking hard how to deal with...

Spoiler :
Civ4ScreenShot0168.jpg


Do we know for sure they will be expelled north? (assuming current position)
 
Let it live for now. Slows his research, stretches his army.
 
ok I am pausing for now (to discuss army buildup, management of northern situation and new Brennus city).
Will upload and post a plan.
 
Yes, it's fine to let Brennus settle that city, we can always take it later, good to have more cities.

No spear in Rh.

Ram is gunning for Eng, nice, guess we must convert Chris.
 
Uploaded.

Turnlog:
Spoiler :
Turn 143, 660 AD: The borders of Grenoble have expanded!
Turn 143, 660 AD: You have constructed a Lighthouse in Poitiers. Work has now begun on a Forge.
Turn 143, 660 AD: Buddhism has spread in Chinook.
Turn 143, 660 AD: Brennus has completed The Mahabodhi!
Turn 143, 660 AD: Judaism has spread in Circassian.

Turn 144, 680 AD: Louis XIV's Maceman 2 (Tours) (8.00) vs Barbarian's Archer (4.65)
Turn 144, 680 AD: Combat Odds: 95.3%
Turn 144, 680 AD: (Fortify: +25%)
Turn 144, 680 AD: (City Defense: +50%)
Turn 144, 680 AD: (City Attack: -20%)
Turn 144, 680 AD: Louis XIV's Maceman 2 (Tours) is hit for 15 (85/100HP)
Turn 144, 680 AD: Barbarian's Archer is hit for 26 (74/100HP)
Turn 144, 680 AD: Louis XIV's Maceman 2 (Tours) is hit for 15 (70/100HP)
Turn 144, 680 AD: Barbarian's Archer is hit for 26 (48/100HP)
Turn 144, 680 AD: Barbarian's Archer is hit for 26 (22/100HP)
Turn 144, 680 AD: Louis XIV's Maceman 2 (Tours) is hit for 15 (55/100HP)
Turn 144, 680 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 144, 680 AD: Louis XIV's Maceman 2 (Tours) has defeated Barbarian's Archer!
Turn 144, 680 AD: You have discovered Paper!
Turn 144, 680 AD: You have trained a Catapult in Lyons. Work has now begun on a Maceman.
Turn 144, 680 AD: You have trained a Catapult in Rheims. Work has now begun on Christian Missionary.
Turn 144, 680 AD: You have trained a Catapult in Avignon. Work has now begun on a Library.
Turn 144, 680 AD: You have trained a Catapult in Rouen. Work has now begun on a Library.
Turn 144, 680 AD: Taoism has been founded in a distant land!

Turn 145, 700 AD: Orleans has grown to size 10.
Turn 145, 700 AD: Tours has grown to size 6.
Turn 145, 700 AD: Tours can hurry Maceman for 2⇴ with 24ℤ overflow and +1⇤ for 67 turns.
Turn 145, 700 AD: Marseilles has grown to size 7.
Turn 145, 700 AD: Marseilles can hurry Catapult for 2⇴ with 23ℤ overflow and +1⇤ for 69 turns.
Turn 145, 700 AD: Chartres has grown to size 7.
Turn 145, 700 AD: Chartres can hurry Jewish Missionary for 1⇴ with 15ℤ overflow and +1⇤ for 53 turns.
Turn 145, 700 AD: Amiens has grown to size 6.
Turn 145, 700 AD: Cherbourg has grown to size 4.
Turn 145, 700 AD: Poitiers has grown to size 3.
Turn 145, 700 AD: Chinook has been pacified.
Turn 145, 700 AD: Circassian has been pacified.
Turn 145, 700 AD: Will Trade Map: Brennus
Turn 145, 700 AD: Christianity has spread in Tours.
Turn 145, 700 AD: Louis XIV's Maceman 2 (Tours) (6.16) vs Barbarian's Archer (3.90)
Turn 145, 700 AD: Combat Odds: 88.8%
Turn 145, 700 AD: (Fortify: +25%)
Turn 145, 700 AD: (City Defense: +50%)
Turn 145, 700 AD: (City Attack: -45%)
Turn 145, 700 AD: Barbarian's Archer is hit for 26 (74/100HP)
Turn 145, 700 AD: Barbarian's Archer is hit for 26 (48/100HP)
Turn 145, 700 AD: Barbarian's Archer is hit for 26 (22/100HP)
Turn 145, 700 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 145, 700 AD: Louis XIV's Maceman 2 (Tours) has defeated Barbarian's Archer!
Turn 145, 700 AD: Your Maceman 2 (Tours) has destroyed a Archer!
Turn 145, 700 AD: Paris will grow to size 10 on the next turn.
Turn 145, 700 AD: Orleans will grow to size 8 on the next turn.
Turn 145, 700 AD: Lyons will grow to size 8 on the next turn.
Turn 145, 700 AD: Rheims will grow to size 6 on the next turn.
Turn 145, 700 AD: Grenoble will grow to size 4 on the next turn.
Turn 145, 700 AD: Dijon will grow to size 5 on the next turn.
Turn 145, 700 AD: Amiens will grow to size 7 on the next turn.
Turn 145, 700 AD: You have constructed a Courthouse in Orleans. Work has now begun on a Market.
Turn 145, 700 AD: You have trained a Catapult in Marseilles. Work has now begun on a Maceman.
Turn 145, 700 AD: You have constructed a Library in Rouen. Work has now begun on a Market.
Turn 145, 700 AD: You have constructed a Courthouse in Dijon. Work has now begun on a Market.
Turn 145, 700 AD: You have constructed a Courthouse in Amiens. Work has now begun on a Market.
Turn 145, 700 AD: You have constructed a Lighthouse in Cherbourg. Work has now begun on a Forge.
Turn 145, 700 AD: Buddhism has spread in Poitiers.

Turn 146, 720 AD: Paris has grown to size 10.
Turn 146, 720 AD: Lyons has grown to size 8.
Turn 146, 720 AD: Lyons can hurry Catapult for 1⇴ with 27ℤ overflow and +1⇤ for 52 turns.
Turn 146, 720 AD: Rheims has grown to size 6.
Turn 146, 720 AD: Tours can hurry Catapult for 2⇴ with 23ℤ overflow and +1⇤ for 66 turns.
Turn 146, 720 AD: Chartres can hurry Catapult for 2⇴ with 21ℤ overflow and +1⇤ for 52 turns.
Turn 146, 720 AD: Grenoble has grown to size 4.
Turn 146, 720 AD: Grenoble can hurry Catapult for 2⇴ with 23ℤ overflow and +1⇤ for 30 turns.
Turn 146, 720 AD: Dijon has grown to size 5.
Turn 146, 720 AD: The borders of Rouen are about to expand.
Turn 146, 720 AD: Clearing a Forest has created 30 ℤ for Paris.
Turn 146, 720 AD: Louis XIV's Maceman 4 (Tours) (8.00) vs Barbarian's Archer (4.65)
Turn 146, 720 AD: Combat Odds: 95.3%
Turn 146, 720 AD: (Fortify: +25%)
Turn 146, 720 AD: (City Defense: +50%)
Turn 146, 720 AD: (City Attack: -20%)
Turn 146, 720 AD: Louis XIV's Maceman 4 (Tours) is hit for 15 (85/100HP)
Turn 146, 720 AD: Louis XIV's Maceman 4 (Tours) is hit for 15 (70/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 26 (74/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 26 (48/100HP)
Turn 146, 720 AD: Louis XIV's Maceman 4 (Tours) is hit for 15 (55/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 26 (22/100HP)
Turn 146, 720 AD: Barbarian's Archer is hit for 26 (0/100HP)
Turn 146, 720 AD: Louis XIV's Maceman 4 (Tours) has defeated Barbarian's Archer!
Turn 146, 720 AD: Your Maceman 4 (Tours) has destroyed a Archer!
Turn 146, 720 AD: You have captured Aryan!!!
Turn 146, 720 AD: Tours will grow to size 7 on the next turn.
Turn 146, 720 AD: Chartres will grow to size 6 on the next turn.
Turn 146, 720 AD: Avignon will grow to size 6 on the next turn.
Turn 146, 720 AD: Rouen will grow to size 4 on the next turn.
Turn 146, 720 AD: Dijon will grow to size 6 on the next turn.
Turn 146, 720 AD: Amiens will grow to size 5 on the next turn.
Turn 146, 720 AD: Cherbourg will grow to size 3 on the next turn.
Turn 146, 720 AD: You have trained a Catapult in Tours. Work has now begun on a Maceman.
Turn 146, 720 AD: You have trained a Catapult in Chartres. Work has now begun on Jewish Missionary.
Turn 146, 720 AD: The borders of Rouen have expanded!
Turn 146, 720 AD: You have trained a Catapult in Grenoble. Work has now begun on a Maceman.

Turn 147, 740 AD: Orleans can hurry Market for 3⇴ with 21ℤ overflow and +1⇤ for 72 turns.
Turn 147, 740 AD: Marseilles can hurry Catapult for 1⇴ with 12ℤ overflow and +1⇤ for 77 turns.
Turn 147, 740 AD: Avignon has grown to size 6.
Turn 147, 740 AD: Avignon can hurry Market for 3⇴ with 22ℤ overflow and +1⇤ for 45 turns.
Turn 147, 740 AD: Rouen has grown to size 4.
Turn 147, 740 AD: Dijon has grown to size 6.
Turn 147, 740 AD: Dijon can hurry Market for 3⇴ with 11ℤ overflow and +1⇤ for 34 turns.
Turn 147, 740 AD: Amiens has grown to size 5.
Turn 147, 740 AD: Cherbourg has grown to size 3.
Turn 147, 740 AD: Poitiers can hurry Forge for 1⇴ with 8ℤ overflow and +1⇤ for 12 turns.


Edit: T144 (successfully) begged 40G from Ramsy and had to build wealth in Orleans + science here and there to get to paper in 1 turn.

More edit: 2 of Brennus cities are nowhere to be seen. Way south? Near Ram's borders?

Super edit: World map for the lurkers
Spoiler :
Civ4ScreenShot0169.jpg
 
NOT PAUSED!!!!

just reminding
 
I am pausing!

Edit paused

EDIT: wait for my plan refrain for flooding :lol:
 
This turn.

DOW west front it 4 turns (T152).

The worker south of Tours is building a road 1SE then 1N for access to (and through) the new city.

2 workers on the sugar tile road.
2 workers on the sugar tile road 1SE of iron, then on iron.

Army to DOW West, 1NW of Durnovia, which is still at 20% this turn (though risk is it will grow...:
2 swords (near chinok)
1 mace on the iron tile
1 mace 1 cata on the galley
1 cata from Tours
1 mace + one cata from the S and SW of Lyons.
1 chariot from Bren territory
Total 3 cata (all I got :cry:) + 2 swords + 4 maces + 1 chariot.

Army to DOW "new city"
1 mace from Lyons
1 mace from Tours
1 sword from Lyons
Total 2 maces / one sword

Army to DOW East:
2 cata and 1 sword from Lyons
1 cata from circasian
2 cata from Paris
1 mace to 1pop whip from Grenoble ?
2 chariots from Bren's territory
Total 1 sword 1 mace, 4 cata and 2 chariot.
We need to bombard tolosa for 2 turns as it has walls + 40% defense.

Seems we'll be ok on the attacking front.

Now defense :confused:
1 mace from Marseilles to hunt the 2 gorilla warriors
1 spear from Rheims (whip JM into it, use the mine)? or Cherbourg? (1 pop whip into Forge which isn't too bad)
Plan B: occupy the 5 un-cultured tiles with warriors from Orleans and Rheims.
Where will the guys be teleported then :confused: On the ice island? That would be very :lol:

Will update the city builds in the next post. Feel free to flood now :)

Exciting ain't it :rolleyes:
 
City builds

Island cities + cherbourg: as usual (Gran>LH>Forge>Market>Temple>Lib)

Paris, keep completing UOS (Paris grows very slow!) then J temple then C temple. Or wealth?

Orleans: whip market next turn > CM > temple > CM

Lyons: OF into cata, mace, whip mace, oF into cata, mace, whip mace etc.. (we need more maces than cata at this point.

Tours: idem
Mars: idem

Grenoble: This one is a bit tricky as it grows a bit slow.
We could 2 pop whip maces into small stuff like archers and/or spears?

Rheims: OF into JM, whip market into JM (for Marseilles, where whip is cracking hot)
> temple into CM

Poitiers as queued
Chinok Forge > CH > Market
Circa Granary > Forge > LH ? > Market
--- Circa needs irrigation, which is many worker turns.---

Rouen, Avignon: Market, lib, temple. Require Christianity soon!
Aryan: usual stuff


Research:
Compass > Optics, needs slightly more than 3 turns research, say 4 turns and ~ 800 gold. Push up the slider up 2 turns before capturing of Durnovia (T150)

That's all for tonight I'll continue tomorrow cheers!


edit: 1029th reply of the thread. We reached as much as SG15 :lol:
 
Quick comment: there's a formula to determine where enemy units are expelled. However, I don't remember it (you can check Kaku's SGOTM15 thread) or simply test it in WB.

It's based on the distance to closest city and distance to neutral tiles.
 
The 2 hidden cities (iirc):

One on the tip of the snaky part and the other was marked by shakabrade as 'settler party'.

They're easy to spot in the previous save.

I'm out for the rest of the day, good luck!
 
First, stop CM7 and send it to Chart through Tours, The new produced CMs will also go to western island cities

War:

During the war preparation and war time, the priority of worker jobs is

Road network to enable the shortest path for units to arrive the battle field >>> improvement

therefore, what we need is

worker on the PH 2S1E of Tours road
Worker 5 road 1N next turn, worker 1&3 chop 1SE of Chin -> road 1N2E of chin -> road 3S of Tours
Another 2 workers improve the last sugar

Eastern stack: Sword 2&3 + all the units around Mars and Gre, while we only need to send 2 mcaes + all catas 1st.
Western stack: the rest

Don't bother with the new city in the middle

We need about 5 turns to be ready.

City build:
Since we are going to switch to Chris in the near future, so let's

1. Stop putting hammers into Jud temple, after Market and Lib, build $
2. Try to spread Chris as fast as possible
3. Try to build the infrastructures in cities without Chris as soon as possible
4. Stop whipping infrastructures in cities with Chris, but without Jud, such as Cherb

Here's some adjustment

Paris: Focus on growth on 2F tiles, chop 3 more forests and save the rest
Orleans: 9th and 10th citizens to sci and Eng and don't whip them away
Rouen: takes another FP, after Market
Dij: remove JT
Chart: after market, & and wait for Chris spread and then Chris Missionaries
Tours: mace and let it grow to size 6
Lyons: cat->OF to C missionary->Mace(this map for eastern stack)->whip->finish CM
Gre: OF to mace->cat..->whip cat
Ami: Lib->whip lib->OF to market->whip market
Cher: CH to avoid too many hammers on Forge
Rh: CM and 3rd citizen on mine tile to finish it in 3 turns.

Try to send 1 worker from Chin back to Aryan
Send 2 warriors from Orleans to CherEdit: to Rh and send 2 warriors from Rh to Cher since Rh is closer, 1 warrior to Paris, 3 warriors from Paris to Mars

We could trade our map to Brennus for some cash and Sheep to Ram for 1g
 
^ I am going to take a look.
your thoughts on Brennus teleporters? Defend with warriors ? i can test the teleportation in a little moment.
 
You need to stop before DOW, we can look at the situation then, The only worse scenario is that his troops are on the north tiles where our culture does not cover, otherwise, they will be teleported back to tiles around the new city near Tours. It's easy to whip a unit in any city in that case.

BTW, move those chariots back, C1 needs rest.
 
Tested the teleportation. I have updated the location of Bren Capitol as in the real save.
Hoping it's accurate enough.

Results:
Units that get teleported north:
2N1E, 2N2E of Orleans (or higher), Rheims, 2W of Rheims. (or higher)

Tiles that get teleported south:
1E, 1W and 3W of Rheims (or lower)

We'll see where the dudes move and adapt.
The worst case is if both gorillas move north of where they are atm.

Edit: Redone the test by adding Bren's new city first (to corroborate Kossin's idea of distance to closest city) => No change in the result. IIRC, the distance to Bren's capitol is important...
 

Attachments

Circassian: cancel mine job and chop first... then finish mine.

...I think there's a path to Humbaba (spiral-like)

Duckweed covered most of the rest.

EDIT: nice test!
 
First, stop CM7 and send it to Chart through Tours, The new produced CMs will also go to western island cities
OK

War:

During the war preparation and war time, the priority of worker jobs is

Road network to enable the shortest path for units to arrive the battle field >>> improvement

therefore, what we need is

worker on the PH 2S1E of Tours road road is here already, he's going to road 1SE then 1N like I said
Worker 5 road 1N next turn, worker 1&3 chop 1SE of Chin -> road 1N2E of chin -> road 3S of Tours
Another 2 workers improve the last sugar
Don't agree here:
1. I want to road towards Poitier's iron to speed up disembarkation of galley's unit (5 to come)
2. Lyon's unit will come through the new city of Brennus.


Eastern stack: Sword 2&3 + all the units around Mars and Gre, while we only need to send 2 mcaes + all catas 1st.
What do you mean? Do I send the swords to Eastern stack or not? :confused:

Western stack: the rest

Don't bother with the new city in the middle

We need about 5 turns to be ready.

City build: ok
Since we are going to switch to Chris in the near future, so let's

1. Stop putting hammers into Jud temple, after Market and Lib, build $
2. Try to spread Chris as fast as possible
3. Try to build the infrastructures in cities without Chris as soon as possible
4. Stop whipping infrastructures in cities with Chris, but without Jud, such as Cherb

Here's some adjustment

Paris: Focus on growth on 2F tiles, chop 3 more forests and save the rest yep
Orleans: 9th and 10th citizens to sci and Eng and don't whip them away yep
Rouen: takes another FP, after Market ok
Dij: remove JT ok I'll do that everywhere
Chart: after market, & and wait for Chris spread and then Chris Missionaries ok
Tours: mace and let it grow to size 6 ok
Lyons: cat->OF to C missionary->Mace(this map for eastern stack)->whip->finish CM ok
Gre: OF to mace->cat..->whip cat ok
Ami: Lib->whip lib->OF to market->whip market ok
Cher: CH to avoid too many hammers on Forge ok
Rh: CM and 3rd citizen on mine tile to finish it in 3 turns. ok

Try to send 1 worker from Chin back to Aryan ok
Send 2 warriors from Orleans to Cher, 1 warrior to Paris, 3 warriors from Paris to Mars ok

We could trade our map to Brennus for some cash and Sheep to Ram for 1gok

I'll play a 4-5 turns set tonight.
 
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