SGOTM 19 - Also Sprach Sid

I almost forgot:

Spoiler :



;)

We killed a Missionary on T55.

The Scout is no doubt responsible for our meeting Napoleon earlier.
 
Have some mercy on missionary, it's good to let them spread.;)

We probably need to delay the 5th city a bit to avoid sending one more axe north.

Scout 1E to be away from archer, worker 1N of the rice to lure archer back.
 
Have some mercy on missionary, it's good to let them spread.;)
It was heading to Asoka's city. I let three others survive.

I know religion enables a quicker border pop, but I am trying to tie Asoka's hammers up in anything but Archers.

We probably need to delay the 5th city a bit to avoid sending one more axe north.
Yes, it is looking that way. The Settler will be built on T57, regardless.

Scout 1E to be away from archer, worker 1N of the rice to lure archer back.
Okay.

----

I sure hope the other teams had this trouble. :shifty:

I'll resume in 30 minutes or so. I only wrote a PPP to T58, in any case.

On Sunday, I can play for a few more turns to the attack date. I think someone else will need to take over for TGL, though.

Actually, I guess I can play until we build TGL if people would prefer that, but others need to be ready to take over and progress for at least a month after that. I am falling behind on some RL projects.

As long as we can capture TGW, progress should be much easier. Especially if we meet the last AIs.
 
BTW, how would you guys feel about switching :espionage: to another AI? It is all on Tokugawa at the moment.
 
IBT:

Spoiler :



Will promote Axe in Sheepish to Shock, and move another Axe into the city.
 
Wow, your luck is comparable to kossin,;) the barbarian behavior is the worst possible. Hopefully the archer has a regular luck to survive 2 attacks.
 
It just occurred to me that losing the Gold will mean unhappiness in Case/Depart and Sheepish. :( I sincerely hope the Archers attack and die.

I'll try and move 3 Workers towards the north, to fix the Gold if necessary.
 
Wow, your luck is comparable to kossin,;) the barbarian behavior is the worst possible. Hopefully the archer has a regular luck to survive 2 attacks.
Yeah...

Spoiler :

The other battle went better:

Spoiler :


----

:suicide:
 
How much of the HP of the barbarian archer left.

Probably need to send the archer in Rice pudding north.

Could you upload the save?
 
Yes, I think we need to take stock and assess different options. For Asoka, too. I'll upload now.

The Archer has 2.3/3 health, before a promotion.
 
Uploaded. Log:

Spoiler :
Here is your Session Turn Log from 1880 BC to 1680 BC:

Turn 53, 1880 BC: Barbarian's Archer (3.00) vs Trumpster's Axeman 5 (Case Départ) (7.50)
Turn 53, 1880 BC: Combat Odds: 0.2%
Turn 53, 1880 BC: (City Barbarian Defense: +25%)
Turn 53, 1880 BC: (River Attack: +25%)
Turn 53, 1880 BC: Trumpster's Axeman 5 (Case Départ) is hit for 12 (88/100HP)
Turn 53, 1880 BC: Barbarian's Archer is hit for 30 (70/100HP)
Turn 53, 1880 BC: Trumpster's Axeman 5 (Case Départ) is hit for 12 (76/100HP)
Turn 53, 1880 BC: Barbarian's Archer is hit for 30 (40/100HP)
Turn 53, 1880 BC: Trumpster's Axeman 5 (Case Départ) is hit for 12 (64/100HP)
Turn 53, 1880 BC: Barbarian's Archer is hit for 30 (10/100HP)
Turn 53, 1880 BC: Barbarian's Archer is hit for 30 (0/100HP)
Turn 53, 1880 BC: Trumpster's Axeman 5 (Case Départ) has defeated Barbarian's Archer!
Turn 53, 1880 BC: Barbarian's Warrior (2.00) vs Trumpster's Axeman 5 (Case Départ) (5.60)
Turn 53, 1880 BC: Combat Odds: 0.6%
Turn 53, 1880 BC: (City Barbarian Defense: +25%)
Turn 53, 1880 BC: (Combat: +50%)
Turn 53, 1880 BC: Barbarian's Warrior is hit for 35 (65/100HP)
Turn 53, 1880 BC: Barbarian's Warrior is hit for 35 (30/100HP)
Turn 53, 1880 BC: Trumpster's Axeman 5 (Case Départ) is hit for 11 (53/100HP)
Turn 53, 1880 BC: Barbarian's Warrior is hit for 35 (0/100HP)
Turn 53, 1880 BC: Trumpster's Axeman 5 (Case Départ) has defeated Barbarian's Warrior!

Turn 54, 1840 BC: Xi Ling Shi (Great Scientist) has been born in Case Départ (Trumpster)!
Turn 54, 1840 BC: You have trained a Axeman in Rice Pudding. Work has now begun on a Axeman.
Turn 54, 1840 BC: Barbarian's Axeman (5.00) vs Trumpster's Axeman 4 (Case Départ) (8.00)
Turn 54, 1840 BC: Combat Odds: 4.4%
Turn 54, 1840 BC: (Extra Combat: +10%)
Turn 54, 1840 BC: (City Barbarian Defense: +25%)
Turn 54, 1840 BC: (Combat: -50%)
Turn 54, 1840 BC: (Combat: +50%)
Turn 54, 1840 BC: (River Attack: +25%)
Turn 54, 1840 BC: Barbarian's Axeman is hit for 25 (75/100HP)
Turn 54, 1840 BC: Barbarian's Axeman is hit for 25 (50/100HP)
Turn 54, 1840 BC: Barbarian's Axeman is hit for 25 (25/100HP)
Turn 54, 1840 BC: Barbarian's Axeman is hit for 25 (0/100HP)
Turn 54, 1840 BC: Trumpster's Axeman 4 (Case Départ) has defeated Barbarian's Axeman!

Turn 55, 1800 BC: Trumpster's Axeman 5 (Case Départ) (4.80) vs Barbarian's Warrior (1.73)
Turn 55, 1800 BC: Combat Odds: 99.8%
Turn 55, 1800 BC: (Extra Combat: +10%)
Turn 55, 1800 BC: (Plot Defense: +25%)
Turn 55, 1800 BC: (Combat: -50%)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 32 (68/100HP)
Turn 55, 1800 BC: Trumpster's Axeman 5 (Case Départ) is hit for 12 (84/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 32 (36/100HP)
Turn 55, 1800 BC: Trumpster's Axeman 5 (Case Départ) is hit for 12 (72/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 32 (4/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 32 (0/100HP)
Turn 55, 1800 BC: Trumpster's Axeman 5 (Case Départ) has defeated Barbarian's Warrior!
Turn 55, 1800 BC: You have trained a Axeman in Case Départ. Work has now begun on a Settler.
Turn 55, 1800 BC: You have trained a Axeman in Rice Pudding. Work has now begun on a Archer.

Turn 56, 1760 BC: The enemy has been spotted near Sheepish!
Turn 56, 1760 BC: The enemy has been spotted near Golden Sands!
Turn 56, 1760 BC: Rice Pudding has grown to size 5.
Turn 56, 1760 BC: You are the worst enemy of Asoka.
Turn 56, 1760 BC: Asoka will trade Meditation, Polytheism
Turn 56, 1760 BC: Napoleon will trade Meditation, Polytheism
Turn 56, 1760 BC: Will Sign Peace Treaty: Asoka
Turn 56, 1760 BC: You are the worst enemy of Asoka.
Turn 56, 1760 BC: Asoka will trade Meditation, Polytheism
Turn 56, 1760 BC: Napoleon will trade Meditation, Polytheism
Turn 56, 1760 BC: Will Sign Peace Treaty: Asoka
Turn 56, 1760 BC: You are the worst enemy of Asoka.
Turn 56, 1760 BC: Asoka is the worst enemy of Kublai Khan.
Turn 56, 1760 BC: Asoka will trade Meditation, Polytheism
Turn 56, 1760 BC: Kublai Khan will trade Meditation, Polytheism
Turn 56, 1760 BC: Napoleon will trade Meditation, Polytheism
Turn 56, 1760 BC: Will Sign Peace Treaty: Asoka
Turn 56, 1760 BC: Your Axeman 2 (Case Départ) has destroyed a Worker!
Turn 56, 1760 BC: You have captured a Worker
Turn 56, 1760 BC: You are the worst enemy of Asoka.
Turn 56, 1760 BC: Asoka is the worst enemy of Kublai Khan.
Turn 56, 1760 BC: Asoka will trade Meditation, Polytheism
Turn 56, 1760 BC: Kublai Khan will trade Meditation, Polytheism
Turn 56, 1760 BC: Napoleon will trade Meditation, Polytheism
Turn 56, 1760 BC: Will Sign Peace Treaty: Asoka
Turn 56, 1760 BC: You are the worst enemy of Asoka.
Turn 56, 1760 BC: Asoka is the worst enemy of Kublai Khan.
Turn 56, 1760 BC: Asoka will trade Meditation, Polytheism
Turn 56, 1760 BC: Kublai Khan will trade Meditation, Polytheism
Turn 56, 1760 BC: Napoleon will trade Meditation, Polytheism
Turn 56, 1760 BC: Will Sign Peace Treaty: Asoka
Turn 56, 1760 BC: You have trained a Settler in Case Départ. Work has now begun on a Axeman.
Turn 56, 1760 BC: You have trained a Archer in Rice Pudding. Work has now begun on a Axeman.

Turn 57, 1720 BC: The enemy has been spotted near Sheepish!
Turn 57, 1720 BC: The enemy has been spotted near Golden Sands!
Turn 57, 1720 BC: Case Départ can hurry Axeman for 2⇴ with 13ℤ overflow and +1⇤ for 32 turns.
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: You are the worst enemy of Asoka.
Turn 57, 1720 BC: Asoka will trade Meditation, Polytheism
Turn 57, 1720 BC: Kublai Khan will trade Meditation, Polytheism
Turn 57, 1720 BC: Napoleon will trade Meditation, Polytheism
Turn 57, 1720 BC: Will Sign Peace Treaty: Asoka
Turn 57, 1720 BC: Sheepish will grow to size 3 on the next turn.
Turn 57, 1720 BC: Sheepish will grow to size 2 on the next turn.
Turn 57, 1720 BC: Barbarian's Axeman (5.00) vs Trumpster's Axeman 4 (Case Départ) (8.50)
Turn 57, 1720 BC: Combat Odds: 3.6%
Turn 57, 1720 BC: (Extra Combat: +10%)
Turn 57, 1720 BC: (Fortify: +10%)
Turn 57, 1720 BC: (City Barbarian Defense: +25%)
Turn 57, 1720 BC: (Combat: -50%)
Turn 57, 1720 BC: (Combat: +75%)
Turn 57, 1720 BC: Barbarian's Axeman is hit for 25 (75/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 4 (Case Départ) is hit for 15 (85/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 4 (Case Départ) is hit for 15 (70/100HP)
Turn 57, 1720 BC: Barbarian's Axeman is hit for 25 (50/100HP)
Turn 57, 1720 BC: Barbarian's Axeman is hit for 25 (25/100HP)
Turn 57, 1720 BC: Barbarian's Axeman is hit for 25 (0/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 4 (Case Départ) has defeated Barbarian's Axeman!
Turn 57, 1720 BC: While defending, your Axeman 4 (Case Départ) has killed a Barbarian Axeman!
Turn 57, 1720 BC: Barbarian's Archer (3.00) vs Trumpster's Archer 1 (Rice Pudding) (8.10)
Turn 57, 1720 BC: Combat Odds: 0.1%
Turn 57, 1720 BC: (Plot Defense: +45%)
Turn 57, 1720 BC: (Fortify: +25%)
Turn 57, 1720 BC: (City Defense: +50%)
Turn 57, 1720 BC: (Hills Defense: +25%)
Turn 57, 1720 BC: (City Barbarian Defense: +25%)
Turn 57, 1720 BC: Barbarian's Archer is hit for 31 (69/100HP)
Turn 57, 1720 BC: Barbarian's Archer is hit for 31 (38/100HP)
Turn 57, 1720 BC: Barbarian's Archer is hit for 31 (7/100HP)
Turn 57, 1720 BC: Barbarian's Archer is hit for 31 (0/100HP)
Turn 57, 1720 BC: Trumpster's Archer 1 (Rice Pudding) has defeated Barbarian's Archer!
Turn 57, 1720 BC: While defending, your Archer 1 (Rice Pudding) has killed a Barbarian Archer!
Turn 57, 1720 BC: Barbarian's Archer (3.00) vs Trumpster's Axeman 9 (Rice Pudding) (5.00)
Turn 57, 1720 BC: Combat Odds: 5.2%
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (85/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (70/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (55/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (40/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (25/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (10/100HP)
Turn 57, 1720 BC: Barbarian's Archer is hit for 25 (75/100HP)
Turn 57, 1720 BC: Trumpster's Axeman 9 (Rice Pudding) is hit for 15 (0/100HP)
Turn 57, 1720 BC: Barbarian's Archer has defeated Trumpster's Axeman 9 (Rice Pudding)!
Turn 57, 1720 BC: While defending, your Axeman 9 (Rice Pudding) was destroyed by a Barbarian Archer!

Turn 58, 1680 BC: The enemy has been spotted near Golden Sands!
Turn 58, 1680 BC: The enemy has been spotted near Golden Sands!
Turn 58, 1680 BC: Case Départ will become unhappy on the next turn.
Turn 58, 1680 BC: Sheepish has grown to size 2.
Turn 58, 1680 BC: You are the worst enemy of Asoka.
Turn 58, 1680 BC: Asoka will trade Meditation, Polytheism
Turn 58, 1680 BC: Kublai Khan will trade Meditation, Polytheism
Turn 58, 1680 BC: Napoleon will trade Meditation, Polytheism
Turn 58, 1680 BC: Will Sign Peace Treaty: Asoka
Turn 58, 1680 BC: Case Départ will become unhappy on the next turn.
Turn 58, 1680 BC: You are the worst enemy of Asoka.
Turn 58, 1680 BC: Asoka will trade Meditation, Polytheism
Turn 58, 1680 BC: Kublai Khan will trade Meditation, Polytheism
Turn 58, 1680 BC: Napoleon will trade Meditation, Polytheism
Turn 58, 1680 BC: Will Sign Peace Treaty: Asoka
 
I don't think the city is at risk. I ran 20 tests with the following:

Spoiler :


20 wins, with the toughest one being:

Spoiler :


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Rice Pudding can produce an Axe in 2 turns. I think that will have to do. We can stagnate growth for one turn to avoid growth. If the Archer pillages the road, it will become unhappy. There is not much we can do about that.

The Archer will presumably heal or pillage, in any case.

We need to runs some tests for Asoka too. The 9 unit stack is still possible, with just one Axeman hurt (4.5 with Combat I). This will leave Sheepish without a defender for one turn.

Asoka has 4 units in Constantinople, and a fifth nearby. Five defenders makes me nervous. Four should be doable. It would be nice if he'd move an Archer or two to Thessalonica.

Sheepish can slow build an Axe in two turns (work PH) or whip an Axe in two turns (work Grassland farm). The latter will produce enough OF for an Archer too.

Case Depart could also produce an Axe > Market, as was the original plan.
 
Pretty tough situation.

The gold sand has to rely on that lonely archer to fight the axe, we can do nothing about it. Further, we need another axe for the loss in north.

On Asoka's side, I think it's quite risky to attack his capital with current forces. We could lure 1 archer out with the worker, but he could produce 1 more archer in any time, which makes his capital defended by 5+ archer when we are ready to attack.
 
On Asoka's side, I think it's quite risky to attack his capital with current forces. We could lure 1 archer out with the worker, but he could produce 1 more archer in any time, which makes his capital defended by 5+ archer when we are ready to attack.
Asoka built an Archer on T57, and the city did not grow in the interim. He will be building another Worker or a Settler.

In tests, he doesn't whip Archers when faced with a nine unit stack, even with just three defenders. OFC, things could be different in the actual game.

I wonder whether we should move the Worker on the Desert Hill 1SW, to lure the Attack script archer away. We'd need to test.

We could add at least one Axeman from Sheepish (delaying the attack to T64), and perhaps one from Case Depart (would lead to unhappy citizens/bad tiles). But the longer we wait, the more barbarian Axemen will target Sheepish.

It is not an easy situation, as you say.
 
Yes, we could try to see if we have chance, the archer 1N of the Ivory seems to reinforce his 2nd city, so the new worker could go back to let him keep going south.

We might be able to lure the archer around the gold mine out by our worker and settler
settler to 2E of the archer
Worker on GH mine to PH hill 2S of the Cow
Worker 1N of the Rice to 1W of the Cow
 
Yes, we could try to see if we have chance, the archer 1N of the Ivory seems to reinforce his 2nd city, so the new worker could go back to let him keep going south.

We might be able to lure the archer around the gold mine out by our worker and settler
settler to 2E of the archer
Worker on GH mine to PH hill 2S of the Cow
Worker 1N of the Rice to 1W of the Cow
This is a nice idea. I had thought about moving the Scout too, but I came to the conclusion that he is best left behind as a fogbuster.

I am resigned to the Archer pillaging the road that he is standing on. But if he moves back to pillage the Gold, that will be a huge sink for our Workers. This is something I am keen to avoid.

For Asoka, I will run some tests tomorrow. I'd like to check:

  1. Worker bait. How does this affect the AI?
  2. Woodman II Axe. I would like to know, if this threatens Asoka's second city, will he move out more troops?
  3. Odds against his current garrison. In the test file, his city has 50% odds and a CG I Archer. The real game has neither of these. (40% culture, two Combat I Archers, two without promotions).
At present, and depending on tests, I am personally keen to move our units on the assumption that we are going to attack as planned, on T62. That is, we will form a stack on the PH 1S of the Marble.

This keeps our options open. The only downside is that the defenders in Sheepish will lose the accumulated fortify bonus, and the Shock Axe (4.5/5) cannot heal.
 
@all, I am taking my laptop in for repairs on Tuesday. Its touchpad is overly sensitive, and registers button presses without being clicked. For web-surfing this is annoying; for playing SGOTM I need to constantly pause, and save/reload after every move.

Someone will need to be ready to take over then and should keep up to date with the current micro and objectives. Perhaps Duckweed can continue to advise, as he has done during my set.
 
Nice progress, credits to Doshin's dedication and Duckweed's assistance.

We've got to be on track, seeing the difficult environment (barbs everywhere!) and our very sharp play.

Concerning my availability:
Spoiler :
Just arrived in France with the family. Starting a new job tomorrow and we'll be camping @ my mother's place for several weeks.
I can't see myself having much ability to help the team for now. I'll keep cheering and let you guys know when the situation changes. :cheers:
 
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