SGOTM 17 - Fifth Element

As for Gao, I think we are better off working coast and whiping units.
It has good commerce working coast and a ws until at least guilds is almost nothing. Maybe i can reconsider.

Don't forget 1 or 2 more galleys and 1 trireme. I think the corner city can wait. Ivory is a good city, but better have a missionary ready for any new settler.

Go on.
 
Where do we want those Galleys? I guess in the sea towards Khmer?
 
Where do we want those Galleys? I guess in the sea towards Khmer?
Yes and the trireme. 2 are enough for the Hades.

I noticed you can gain some fraction of move if you move the galleys over the railroad. See if you can exploit this.
 
Yes, I have not really had any use of it since I move N or S with every move I do. Perhaps I can change where I load units to exploit this. but so far I have not lacked transport resources.
 
The best I can offer until tuesday is a PPP. I could start playing on wednesday the earliest. If that's okay, I can take over, otherwise it's better if sy else plays. (Eg. unclethrill could play his skipped turns)

on the PPP: can't remember Ulm, but make sure the Market pays for itself in the next 20 turns before putting hammers in it. Otherwise build wealth.

Galleys on the sea towards Khmer of course.
 
The best I can offer until tuesday is a PPP. I could start playing on wednesday the earliest. If that's okay, I can take over, otherwise it's better if sy else plays. (Eg. unclethrill could play his skipped turns).
Let's wait UT before decide. For sure we can't wait until wednesday or even later. In case he cannot i will play some turn, waiting for news.

Folket, please play 4-5 turns inside the GAge and the turns you need before start it.
 
Are we certain about not having pacifism, it might cost us 450 gold but it is pretty nice with one or two more great people.
 
How about having Folket finish out the GA and then I'll take it?
 
Well, noone has made any comment so I will start playing now without pacifism.

As for unclethrill, if you take over the second part of the GA you will get all the credit for the GPs.
 
or blame for mismanaging the GP in the second half. You seem to have a good handle on when they should each pop and from where so I would prefer if you played them out. It just makes good sense to me.
 
How about having Folket finish out the GA and then I'll take it?
well, it makes sense, even if this guy is playing a bit much to my taste :) blaming you is a great fun, pity

Good to know you can be up next to him, UT. For next i mean next :crazyeye: ... can you prepare a draft PPP tomorrow if Folket finishes tonight?

On topic, i prefer to not have pacifism now. It can be useful for next GAge, otherwise we're almost forced to it when it comes.

Folket, if you pop a GM, move it quickly to Goldfoot. Mission: Kyoto.
 
well, it makes sense, even if this guy is playing a bit much to my taste :) blaming you is a great fun, pity

Good to know you can be up next to him, UT. For next i mean next :crazyeye: ... can you prepare a draft PPP tomorrow if Folket finishes tonight?

On topic, i prefer to not have pacifism now. It can be useful for next GAge, otherwise we're almost forced to it when it comes.

Folket, if you pop a GM, move it quickly to Goldfoot. Mission: Kyoto.

Should not be a problem
 
1390
confuism spread to hades anvil =)

1400
Great merchant born somewhere.

1420
Qin build the notre dam.

This is a good place to have a pause.

The barb city had 2 longbowmen attack out so 2 LBs against 1 swordmen was a good trade. I do not think we have odds against he two longbowmen still staying yet. Some of my old cataults are close by so if I ferry them over and there is still two longbowmen I should be able to take the city.

As for the reason I paused. We have not decided on our next tech. I think we need guilds. Nationalism is an alternative.

Two spies are next to Ankor wat and will try to steal drama. Our first spy has not gotten caught and is moving towards Japan.

We got engineering one turn earlier then I had expected. I guess our economy has just grown some.
 

Attachments

I cna continue playing tonight or tomorrow morning once we decide on tech.
 
I like guilds. It is a pre-req for banking right?
 
Yes, it is. I'm a little tired now so I will play tomorrow then.
 
I cna continue playing tonight or tomorrow morning once we decide on tech.
Sorry i logged just now.

I do not think we have many choices about techs. Or we go the Feud/guilds/banking path or we go for Nationalism to try the Taj. But i doubt. Qin has it and he's industrious.
Better go for our protective LBs and later for knights.

About Hammer, we can't be successful with the units there. We need 2 more cats and 1 more WE at least. THe sword in Anvil can be of some help, maybe as first attacker. Waiting for them you can bombard. It's not much but it helps a little.

We're finally about 33% break even, good. You're running a spy in Mainz and building whealth. Barracks and units. Any city must contribute to the war effort.

The golden Age must be used for GPeople where decided and for structures and units elsewhere.

Start a round of whips before to change civics. i.e. Gao can whip its forge and many other cities can be whipped. Unless Timbu is a candidate for GPeople that too wih overflow into barracks.

I suppose it's the turn when you start the GAge or is it next one?
Aachen is not polluted, it will generate a GM, which is the best GPerson we can have: with him we can explore Japan and once mapped perform a trade mission.

There's still the GG in Vienna. If you want another super medic, build a chariot.

We need trebs, many. But maces and our UU with some HA. Don't forget HAs, they are priceless in the field.
 
I'm building wealth as I was waiting for engineering.

I do not see that HAs are priceless but I will build some. But I think we mostly need trebs. I think we should throw in a couple of crossbowmen as well.
 
1440
Great Prophet was born for Suryavarman.

1460
Our first spy failed.

Four turns into the golden age as asked for.

3 turns away from guilds. new shot at stealing drama next turn. We might want to get more spies.

Micro is setup to generate 3 GPs in the next two turns. Add one specialist to Mainz next turn. Do not add it this turn. I think it was a misstake not to got for pacifism. it would only cost us 20 gold a turn since it is cheaper upkeep then organized religion. We could have gotten two more GPs. As you can see my micro was better then my fast calculations yesterday and our GPs are arriving two turns sooner.

There are two barbs walking around Hades, so I have moved our troops to prevent them from reinforcing the city. Catapults and trebs are unable to harm the city. My guess is that the city has walls, castle and citadel for -100% damage from siege. there is a large area behind the city that is empty.

I took our stone back from qin and sold him copper instead. He has iron and horses to copper does not hurt. So with our very cheap castles I have built 1 and started to build 1 more castle. The extra trade route will pay for the 43 hammer investment relatively fast in certain cities. (Vienna and Bridge).
 

Attachments

Spoiler :
Here is your Session Turn Log from 1380 AD to 1460 AD:

Turn 198, 1380 AD: You have trained a Archer in Vienna. Work has now begun on a Rathaus.
Turn 198, 1380 AD: You have trained a Catapult in Augsburg. Work has now begun on a Wealth.
Turn 198, 1380 AD: You have constructed a Forge in Djenne. Work has now begun on Confucian Missionary.
Turn 198, 1380 AD: You have constructed a Forge in Florence. Work has now begun on a Settler.
Turn 198, 1380 AD: Christianity has spread in Pisa.
Turn 198, 1380 AD: Confucianism has spread in Hades Anvil.

Turn 199, 1390 AD: You have constructed a Barracks in Ulm. Work has now begun on a Wealth.
Turn 199, 1390 AD: You have constructed a Forge in Timbuktu. Work has now begun on a Wealth.
Turn 199, 1390 AD: Christopher Columbus (Great Merchant) has been born in a far away land!

Turn 200, 1400 AD: You have constructed a Forge in Kumbi Saleh. Work has now begun on a Lighthouse.
Turn 200, 1400 AD: Barbarian's Longbowman (6.00) vs Quartermaster's Swordsman 2 (Aachen) (6.00)
Turn 200, 1400 AD: Combat Odds: 56.8%
Turn 200, 1400 AD: Quartermaster's Swordsman 2 (Aachen) is hit for 20 (80/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (80/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (60/100HP)
Turn 200, 1400 AD: Quartermaster's Swordsman 2 (Aachen) is hit for 20 (60/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (40/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (20/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (0/100HP)
Turn 200, 1400 AD: Quartermaster's Swordsman 2 (Aachen) has defeated Barbarian's Longbowman!
Turn 200, 1400 AD: Barbarian's Longbowman (6.00) vs Quartermaster's Swordsman 11 (Augsburg) (6.00)
Turn 200, 1400 AD: Combat Odds: 56.8%
Turn 200, 1400 AD: Quartermaster's Swordsman 11 (Augsburg) is hit for 20 (80/100HP)
Turn 200, 1400 AD: Quartermaster's Swordsman 11 (Augsburg) is hit for 20 (60/100HP)
Turn 200, 1400 AD: Quartermaster's Swordsman 11 (Augsburg) is hit for 20 (40/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (80/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (60/100HP)
Turn 200, 1400 AD: Quartermaster's Swordsman 11 (Augsburg) is hit for 20 (20/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman is hit for 20 (40/100HP)
Turn 200, 1400 AD: Quartermaster's Swordsman 11 (Augsburg) is hit for 20 (0/100HP)
Turn 200, 1400 AD: Barbarian's Longbowman has defeated Quartermaster's Swordsman 11 (Augsburg)!

Turn 201, 1410 AD: Quartermaster's Axeman 2 (Prague) (6.00) vs Barbarian's Longbowman (2.40)
Turn 201, 1410 AD: Combat Odds: 99.8%
Turn 201, 1410 AD: (Extra Combat: -20%)
Turn 201, 1410 AD: Quartermaster's Axeman 2 (Prague) is hit for 16 (84/100HP)
Turn 201, 1410 AD: Barbarian's Longbowman is hit for 23 (17/100HP)
Turn 201, 1410 AD: Quartermaster's Axeman 2 (Prague) is hit for 16 (68/100HP)
Turn 201, 1410 AD: Barbarian's Longbowman is hit for 23 (0/100HP)
Turn 201, 1410 AD: Quartermaster's Axeman 2 (Prague) has defeated Barbarian's Longbowman!
Turn 201, 1410 AD: You have discovered Engineering!
Turn 201, 1410 AD: You have constructed National Epic in Mainz. Work has now begun on a Wealth.
Turn 201, 1410 AD: The borders of Bridge have expanded!
Turn 201, 1410 AD: You have constructed a Granary in Bridge. Work has now begun on a Rathaus.
Turn 201, 1410 AD: Qin Shi Huang has completed Notre Dame!
Turn 201, 1410 AD: Bi Sheng (Great Engineer) has been born in a far away land!

Turn 202, 1420 AD: Quartermaster's Golden Age has begun!!!
Turn 202, 1420 AD: Quartermaster adopts Caste System!
Turn 202, 1420 AD: You have constructed a Confucian Monastery in Timbuktu. Work has now begun on a Barracks.
Turn 202, 1420 AD: The borders of Hades Anvil have expanded!

Turn 203, 1430 AD: Strassburg has been founded.
Turn 203, 1430 AD: You have trained a Archer in Prague. Work has now begun on a Trebuchet.
Turn 203, 1430 AD: Mani (Great Prophet) has been born in Rajavihara (Suryavarman II)!

Turn 204, 1440 AD: Prague has grown to size 8.
Turn 204, 1440 AD: Ulm has grown to size 10.
Turn 204, 1440 AD: Ulm has become unhealthy.
Turn 204, 1440 AD: Gao has grown to size 7.
Turn 204, 1440 AD: Florence has grown to size 7.
Turn 204, 1440 AD: Kumbi Saleh has grown to size 4.
Turn 204, 1440 AD: Tokugawa has 60 gold available for trade.
Turn 204, 1440 AD: Tokugawa has 8 gold per turn available for trade.
Turn 204, 1440 AD: Qin Shi Huang won't trade Music
Turn 204, 1440 AD: Confucianism has spread in Florence.
Turn 204, 1440 AD: Aachen will shrink to size 9 on the next turn.
Turn 204, 1440 AD: Nuremberg will grow to size 10 on the next turn.
Turn 204, 1440 AD: Ulm will grow to size 11 on the next turn.
Turn 204, 1440 AD: Niani will grow to size 5 on the next turn.
Turn 204, 1440 AD: Walata will grow to size 7 on the next turn.
Turn 204, 1440 AD: Pisa will grow to size 5 on the next turn.
Turn 204, 1440 AD: Hades Anvil will grow to size 4 on the next turn.
Turn 204, 1440 AD: You have discovered Feudalism!
Turn 204, 1440 AD: You have trained a Chariot in Nuremberg. Work has now begun on a Horse Archer.
Turn 204, 1440 AD: You have constructed a Lighthouse in Goldfoot. Work has now begun on a Granary.

Turn 205, 1450 AD: Aachen has shrunk to size 9.
Turn 205, 1450 AD: Nuremberg has grown to size 10.
Turn 205, 1450 AD: Ulm has grown to size 11.
Turn 205, 1450 AD: Djenne will become unhealthy on the next turn.
Turn 205, 1450 AD: Niani has grown to size 5.
Turn 205, 1450 AD: Walata has grown to size 7.
Turn 205, 1450 AD: Pisa has grown to size 5.
Turn 205, 1450 AD: Hades Anvil has grown to size 4.
Turn 205, 1450 AD: Qin Shi Huang has 310 gold available for trade.
Turn 205, 1450 AD: The borders of Pisa are about to expand.
Turn 205, 1450 AD: Suryavarman II will trade Compass, Paper
Turn 205, 1450 AD: Qin Shi Huang will trade Compass, Paper
Turn 205, 1450 AD: Aachen will shrink to size 8 on the next turn.
Turn 205, 1450 AD: Djenne will grow to size 8 on the next turn.
Turn 205, 1450 AD: Florence will grow to size 8 on the next turn.

Turn 206, 1460 AD: Aachen has shrunk to size 8.
Turn 206, 1460 AD: Djenne has grown to size 8.
Turn 206, 1460 AD: Djenne has become unhealthy.
Turn 206, 1460 AD: Florence has grown to size 8.
Turn 206, 1460 AD: A Holy Roman Spy 2 (Djenne) has been stumbled upon while operating near the Khmer city of Angkor Wat!
 
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