SGOTM 16 - The Shawshank Redemption

Can you send a screenshot of our west coast plus the islands? I'd like to see how the logistics is giong to work out. Let us know your plan...
 
I'd rather use the galley for that. I want to get 3 settlers on their way west ASAP.

Is our explorer getting close? Where do you intend to drop him off?

We can drop the explorer in 4 turns. I want to send the caravel south, towards Hammy lands as it seems best to try to get him to friendly first since he seems the best techer
 
Here is the West Coast...
I intend to move the galley north, in 3 turns it can pick up the settler from Double Fish.
On the way back it picks up the settler from Desert Island. Then both settlers together with the explorer can board the first galleon which is supposed to be build in Big1FP

Spoiler :
attachment.php
 

Attachments

  • Civ4ScreenShot0045.JPG
    Civ4ScreenShot0045.JPG
    365.2 KB · Views: 69
I'd whip the settler to time it so that on the turn it can arrive where the trireme is, the settler will have been done and can walk out of Double Fish, across the tundra, and onto the galley. That will save a bit of movement. You may be whipping the settler a turn before you think you need to. Be sure that you don't get more than 25 hammers into it else it will turn into an inefficient 2-pop.

We also have to get the setters from Wine and HE City... Maybe on galleon can back track and pick them up if the galley will be too slow.

Have you seen Brennus' SOD? What is our spy doing?

Good job, by the way. :goodjob: There is a TON going on this turnset.
 
I see that you've picked Music. One turn may be all you can afford until we have CS... That will make Dhoom happy. ;) If we are able to capture Sistine from Ramesses, we won't have to hear Dhoom say "Told you so!" when we're struggling to get 2 (or 3) Legendary Cities down the stretch. :lol:
 
We also have to get the setters from Wine and HE City... Maybe on galleon can back track and pick them up if the galley will be too slow.

Have you seen Brennus' SOD? What is our spy doing?

Good job, by the way. :goodjob: There is a TON going on this turnset.

Yes, I'd prefer to not use the galleon a a ferry, but it might be needed

Brennus' stack resides in Isca: 8 units
4x GW
1x Axe
1x Spear
1x Chariot
1x Archer

Spy is moving onto a hill outside Sugar city.
 
Is Isca the barb city (i.e. Sugar) or is it somewhere else? I'd either keep the spy near his SOD or scout ahead if you're feeling risky...

Where do you plan to send our units? One stack or two? It may make sense to pause play for a spell if you need input on troop logistics.
 
Here's what I originally suggested:
As for where we'll build the Settlers... I will say that 2 turns before we will get the Great Scientist in Clam City, we'll start building a Settler in each of these Cities:
Paris
Oracle
Desert Island (so, don't whip the next Catapult there)
Big1FP
Double Fish

After we Lightbulb Astronomy, we can start to build (and then 2-pop-whip) Galleons out of these Cities:
Big2Horse
Wine City
 
I see that you've picked Music. One turn may be all you can afford until we have CS... That will make Dhoom happy. ;) If we are able to capture Sistine from Ramesses, we won't have to hear Dhoom say "Told you so!" when we're struggling to get 2 (or 3) Legendary Cities down the stretch. :lol:

Yes, well I changed my mind :D We cannot get Music in 2 turns AND have enough gold for CS
 
Maybe it is best that I stop and upload the save to let the team evaluate our position.
It is getting late here, so I do not intend to play much longer anyway.

I can continue tomorrow night, or Mitchum can take over if he wants.
 
I wouldn't mind picking up the save. You're likely the only one who can play over X-Mas break...

I can put together a PPP today and plan to play tomorrow. Cool?

Fine with me.. :goodjob: I'll upload the save in a minute
 
Yes, well I changed my mind :D We cannot get Music in 2 turns AND have enough gold for CS
How much Failure Gold did we get from Moai? There's also temporarily building Wealth to carry us through...


Good turnset, by the way! :goodjob:
 
Remember that the Galleon with 3 Settlers inside of it will have to go north, since we'll want to put a City on the Marble, if possible, or adjacent to it, if not possible. We may also need to defend that City from the Barbs... it's okay if a different Liberated City gets razed, but not a City that we want to keep.


That said, if we get into a position where our Marble City (assuming that we can still fit a City in up there) is about to get razed, we can just immediately Liberate said City to an AI, heh heh heh.
 
Save uploaded... Game is paused... I'll post some hand-over comments shortly

Session log

Spoiler :
Turn 148, 760 AD: You have constructed a Lighthouse in Big1FP. Work has now begun on a Catapult.
Turn 148, 760 AD: Buddhism has spread in Big1FP.
Turn 148, 760 AD: Shwedagon Paya has been built in a far away land!

Turn 149, 780 AD: Louis XIV REAL's Trireme 1 (DeerHorse) (2.00) vs Barbarian's Galley (1.42)
Turn 149, 780 AD: Combat Odds: 88.1%
Turn 149, 780 AD: (Plot Defense: +10%)
Turn 149, 780 AD: (Class Attack: -50%)
Turn 149, 780 AD: Barbarian's Galley is hit for 23 (77/100HP)
Turn 149, 780 AD: Barbarian's Galley is hit for 23 (54/100HP)
Turn 149, 780 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (84/100HP)
Turn 149, 780 AD: Barbarian's Galley is hit for 23 (31/100HP)
Turn 149, 780 AD: Barbarian's Galley is hit for 23 (8/100HP)
Turn 149, 780 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (68/100HP)
Turn 149, 780 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (52/100HP)
Turn 149, 780 AD: Barbarian's Galley is hit for 23 (0/100HP)
Turn 149, 780 AD: Louis XIV REAL's Trireme 1 (DeerHorse) has defeated Barbarian's Galley!
Turn 149, 780 AD: You have discovered Horseback Riding!
Turn 149, 780 AD: You have discovered Theology!
Turn 149, 780 AD: Ramesses II adopts Slavery!
Turn 149, 780 AD: The borders of Wine have expanded!
Turn 149, 780 AD: Orville Wright (Great Engineer) has been born in a far away land!
Turn 149, 780 AD: Hammurabi adopts Bureaucracy!

Turn 150, 800 AD: You have trained a Catapult in Pig-GP Farm. Work has now begun on a Catapult.
Turn 150, 800 AD: You have trained a Catapult in DeerHorse. Work has now begun on a Catapult.
Turn 150, 800 AD: You have trained a Explorer in Big2Horse. Work has now begun on a Catapult.
Turn 150, 800 AD: Taoism has spread in Big2Horse.

Turn 151, 820 AD: The enemy has been spotted near Double Fish!
Turn 151, 820 AD: Oracle City can hurry Market for 2⇴ with 20ℤ overflow and +1⇤ for 15 turns.
Turn 151, 820 AD: Desert Island has grown to size 6.
Turn 151, 820 AD: Pig-GP Farm can hurry Catapult for 3⇴ with 28ℤ overflow and +1⇤ for 10 turns.
Turn 151, 820 AD: Big1FP can hurry Buddhist Missionary for 2⇴ with 29ℤ overflow and +1⇤ for 29 turns.
Turn 151, 820 AD: DeerHorse can hurry Catapult for 3⇴ with 37ℤ overflow and +1⇤ for 10 turns.
Turn 151, 820 AD: Double Fish has grown to size 6.
Turn 151, 820 AD: Saladin will trade Meditation
Turn 151, 820 AD: Desert Island will grow to size 5 on the next turn.
Turn 151, 820 AD: Big1FP will grow to size 4 on the next turn.
Turn 151, 820 AD: HE City will grow to size 6 on the next turn.
Turn 151, 820 AD: Wine will grow to size 5 on the next turn.
Turn 151, 820 AD: Taoism has spread in Paris.
Turn 151, 820 AD: Buddhism has spread in GLH-City.
Turn 151, 820 AD: You have trained a Catapult in Desert Island. Work has now begun on Moai Statues.
Turn 151, 820 AD: You have trained Buddhist Missionary in Big1FP. Work has now begun on a Market.

Turn 152, 840 AD: The enemy has been spotted near Desert Island!
Turn 152, 840 AD: Oracle City will become unhappy on the next turn.
Turn 152, 840 AD: Oracle City can hurry Catapult for 2⇴ with 32ℤ overflow and +1⇤ for 14 turns.
Turn 152, 840 AD: Desert Island can hurry Moai Statues for 1⇴ with 1ℤ overflow and +1⇤ for 31 turns.
Turn 152, 840 AD: Big2Horse can hurry Catapult for 1⇴ with 24ℤ overflow and +1⇤ for 10 turns.
Turn 152, 840 AD: HE City has grown to size 6.
Turn 152, 840 AD: Wine has grown to size 5.
Turn 152, 840 AD: Saladin has 6 gold per turn available for trade.
Turn 152, 840 AD: Louis XIV REAL's Trireme 1 (DeerHorse) (2.00) vs Barbarian's Galley (1.42)
Turn 152, 840 AD: Combat Odds: 80.8%
Turn 152, 840 AD: (Extra Combat: -10%)
Turn 152, 840 AD: (Plot Defense: +10%)
Turn 152, 840 AD: (Class Attack: -50%)
Turn 152, 840 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (75/100HP)
Turn 152, 840 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (59/100HP)
Turn 152, 840 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (43/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 24 (76/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 24 (52/100HP)
Turn 152, 840 AD: Louis XIV REAL's Trireme 1 (DeerHorse) is hit for 16 (27/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 24 (28/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 24 (4/100HP)
Turn 152, 840 AD: Barbarian's Galley is hit for 24 (0/100HP)
Turn 152, 840 AD: Louis XIV REAL's Trireme 1 (DeerHorse) has defeated Barbarian's Galley!
Turn 152, 840 AD: Your Trireme 1 (DeerHorse) has destroyed a Galley!
Turn 152, 840 AD: Oracle City will grow to size 6 on the next turn.
Turn 152, 840 AD: GLH-City will grow to size 6 on the next turn.
Turn 152, 840 AD: Big1FP will grow to size 5 on the next turn.
Turn 152, 840 AD: Gems will grow to size 5 on the next turn.
Turn 152, 840 AD: You have trained a Catapult in Oracle City. Work has now begun on a Market.
Turn 152, 840 AD: You have constructed a Market in GLH-City. Work has now begun on a Catapult.
Turn 152, 840 AD: You have constructed Moai Statues in Desert Island. Work has now begun on a Catapult.
Turn 152, 840 AD: DeerHorse can no longer work on Moai Statues. The lost ℤ is converted into 30ℴ!
Turn 152, 840 AD: Brennus has founded Bagacum in a distant land.

Turn 153, 860 AD: Big1FP has grown to size 5.
Turn 153, 860 AD: Gems has grown to size 5.
Turn 153, 860 AD: GLH-City will grow to size 7 on the next turn.
Turn 153, 860 AD: Desert Island will grow to size 6 on the next turn.
Turn 153, 860 AD: Double Fish will grow to size 7 on the next turn.
Turn 153, 860 AD: Wine will grow to size 6 on the next turn.
 
Session closing comments:
- I have sent all military units to HE City
- We need to road only 3 tiles between Wine & HE City if we want to attack Sugar first. but since Brennus stack resides in Isca (& it has a iron mine soon as well) I;d say we go to Talosa / Biberace over Isca. In fact, we might need to approach Isca from the east because of the river
- Explorer in Wine city needs to board the galley next turn to be dropped off on BigIsland the turn after
- Spy needs to move NE onto the PH next turn
- Worker 5 needs to road the forest tile to complete our road S towards Brennus lands
- Desert Island has a catapult which needs to shipped to the main land after the settlers have been dropped of on BigIsland
- Worker 3 is building a road south toe Brennus lands as Dhoom suggested
- Have fun cleaning up my mess ;)
 
mscellaneous said:
Turn 149, 780 AD: Orville Wright (Great Engineer) has been born in a far away land!
That wasn't Sitting Bull's Great Engineer for MoM, right? Like, someone else got a Great Engineer? Perhaps they are hording it until they learn a tech that unlocks a Wonder. If so, The Apostolic Palace could still be in jeopardy, if, say, Saladin was the one to spawn a Great Engineer, and then later self-techs Theology.


mscellaneous said:
Turn 152, 840 AD: Brennus has founded Bagacum in a distant land.
Yet one more City for us to capture...
 
At some point, we'll need to go back and figure out:
- Which techs we traded/gifted to which AIs
- Which techs we received in trade (or as a gift) from any AI

I'll need that info to update the WFYABTA and Shared Tech Discoveries tracking on the first page of our thread.


I'm also going to be busy over the next couple of weeks off-and-on. I may or may not be able to put in time for a turnset. I'll try to make myself available when I can find time, though.
 
Back
Top Bottom