SGOTM 19 - Also Sprach Sid

It's better in Sheepish.

Resuming...
 
In advance of next turn, I'm happy to hear thoughts about scouting:

Spoiler :




South is a given. Then SW or SE?

SW brings us closer to Alex's heartland, SE could reveal an AI unit camping the barb city.
 
SW as I said before, SE should be Nappy's territory, we can always scout after coming back.
 
We also have a Great General (the first of many, being Imperialistic):

Spoiler :


Options are, I suppose:

(1) Attach to Woodsman III Axe and turn into Super Medic; (2) Settle in Rice Pudding; (3) attach to 0XP Warrior and upgrade; (4) other?.

I guess I prefer (2) slightly > (1), because I am guessing we will generate another GG soon after the first stack attacks our target.
 
Or we could save him and attach to a handful of Catapults (not sure how many, being Charismatic) for an instant City Raider II / Bombard promotion.
 
Settle on Rice pudding, level 3 siege units from scratch is very helpful. We could at least do 1 war with sieges.
 
If we were planning to attack in the near future, I would prefer to spread the XP. As it is, we will have a period of consolidating. We need Mathematics, Construction, and HBR if we opt for Elepults.

So let's not hang on to him. He'll just add to our unit upkeep costs (Great Generals do count towards this, right?).

That leaves a choice between settling and creating a Super Medic. I :dunno: . I guess settling?

If we are building mounted units, then we can hit 7XP with a Stables (1 easy battle from a promotion/healing) or 9XP with Theology/Feudalism. Yeah, I think I'd opt for this.

Edit: xpost and agreement, I see.
 
Why do you want to spread the xp? Rice pudding could produce 1 cat a turn and it's the only city producing units all the time. Other cities don't need barracks for other units.
 
Catapults are slow, and Rice Pudding is not a front line city.

It is settled now, in any case.
 
About to end turn. For the next:

Spoiler :




1SE then (probably) 1SW for me.
 
If the SE dark area can cram in 2 AIs, then the last AI is there, otherwise, in the SW corner. In that case, along the forests/jungles until you arrive the road network in Alex's territory.

Edit: Could you move the mouse cursor to SE SW corner and estimate the area there? That might tell you whether the area is enough for an AI. Otherwise, the last AI might locate in the middle dark area, we need to turn SE then.
 
Napoleon borders Alex in the south:

Spoiler :

I'm thinking of uploading soon.

By SE corner, do you mean the area between Napoleon and Asoka?
 
Currently, I think (s)he could well be in the north-west.

Center:

Spoiler :


SW:

Spoiler :


NW:

Spoiler :


----

Baghdad is Arabia's second city, I think, so Mecca should be somewhere west of that.
 
Sorry, I meant SW corner.

There's another possibility of the last AI location, the NW Corner, that's most likely location for now since Nappy should be the closer AI to us.

Good night then.
 
^^^^ I think it's in the NW now.

Sadly Mathematics is still unavailable for the TGL chopping. :( Let's hope it is there for the NE.

Do you want me to upload before we perform mass chops? Otherwise I can finish this turn and start the next.
 
Okay. I'm hungry. Uploading now and will finish tomorrow. :)

Log:

Spoiler :
Here is your Session Turn Log from 1400 BC to 1200 BC:

Turn 65, 1400 BC: You have declared war on Asoka!
Turn 65, 1400 BC: Trumpster's Axeman 2 (Case Départ) (5.00) vs Asoka's Archer (3.00)
Turn 65, 1400 BC: Combat Odds: 94.8%
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (75/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (50/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (25/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (0/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 2 (Case Départ) has defeated Asoka's Archer!
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) (5.50) vs Asoka's Archer (3.30)
Turn 65, 1400 BC: Combat Odds: 94.8%
Turn 65, 1400 BC: (Extra Combat: -10%)
Turn 65, 1400 BC: (Extra Combat: +10%)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (75/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (50/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (25/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) is hit for 15 (85/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) is hit for 15 (70/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) is hit for 15 (55/100HP)
Turn 65, 1400 BC: Asoka's Archer is hit for 25 (0/100HP)
Turn 65, 1400 BC: Trumpster's Axeman 14 (Case Départ) has defeated Asoka's Archer!
Turn 65, 1400 BC: Tokugawa adopts Hereditary Rule!

Turn 67, 1320 BC: You have discovered Literature!
Turn 67, 1320 BC: You have trained a Settler in Case Départ. Work has now begun on a Market.
Turn 67, 1320 BC: Alexander adopts Hereditary Rule!

Turn 68, 1280 BC: The enemy has been spotted near Sheepish!
Turn 68, 1280 BC: Sheepish has grown to size 5.
Turn 68, 1280 BC: Constantinople can hurry Granary for 2⇴ with 20ℤ overflow and +1⇤ for 10 turns.
Turn 68, 1280 BC: You are the worst enemy of Asoka.
Turn 68, 1280 BC: Asoka is the worst enemy of Alexander.
Turn 68, 1280 BC: The borders of Constantinople are about to expand.
Turn 68, 1280 BC: Will Sign Peace Treaty: Asoka
Turn 68, 1280 BC: You are the worst enemy of Asoka.
Turn 68, 1280 BC: Asoka is the worst enemy of Alexander.
Turn 68, 1280 BC: The borders of Constantinople are about to expand.
Turn 68, 1280 BC: Will Sign Peace Treaty: Asoka
Turn 68, 1280 BC: Clearing a Forest has created 20 ℤ for Constantinople.
Turn 68, 1280 BC: You are the worst enemy of Asoka.
Turn 68, 1280 BC: Asoka is the worst enemy of Alexander.
Turn 68, 1280 BC: The borders of Constantinople are about to expand.
Turn 68, 1280 BC: Will Sign Peace Treaty: Asoka
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) (5.00) vs Asoka's Archer (2.85)
Turn 68, 1280 BC: Combat Odds: 95.7%
Turn 68, 1280 BC: (Plot Defense: +20%)
Turn 68, 1280 BC: (City Defense: +50%)
Turn 68, 1280 BC: (City Attack: -75%)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) is hit for 15 (85/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) is hit for 15 (70/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 26 (74/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) is hit for 15 (55/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) is hit for 15 (40/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) is hit for 15 (25/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 26 (48/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) is hit for 15 (10/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 26 (22/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 26 (0/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 5 (Case Départ) has defeated Asoka's Archer!
Turn 68, 1280 BC: Robert E. Lee (Great General) has been born in Case Départ (Trumpster)!
Turn 68, 1280 BC: Your Axeman 5 (Case Départ) has destroyed a Archer!
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) (5.00) vs Asoka's Archer (4.67)
Turn 68, 1280 BC: Combat Odds: 60.7%
Turn 68, 1280 BC: (Plot Defense: +20%)
Turn 68, 1280 BC: (Fortify: +5%)
Turn 68, 1280 BC: (City Defense: +50%)
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) is hit for 19 (81/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) is hit for 19 (62/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 20 (69/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) is hit for 19 (43/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) is hit for 19 (24/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 20 (49/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) is hit for 19 (5/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 13 (Sheepish) is hit for 19 (0/100HP)
Turn 68, 1280 BC: Asoka's Archer has defeated Trumpster's Axeman 13 (Sheepish)!
Turn 68, 1280 BC: Your Axeman 13 (Sheepish) has died trying to attack a Archer!
Turn 68, 1280 BC: Trumpster's Axeman 4 (Case Départ) (6.00) vs Asoka's Archer (2.69)
Turn 68, 1280 BC: Combat Odds: 99.8%
Turn 68, 1280 BC: (Extra Combat: -20%)
Turn 68, 1280 BC: (Plot Defense: +20%)
Turn 68, 1280 BC: (Fortify: +25%)
Turn 68, 1280 BC: (City Defense: +50%)
Turn 68, 1280 BC: Trumpster's Axeman 4 (Case Départ) is hit for 16 (84/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 4 (Case Départ) is hit for 16 (68/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 23 (23/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 23 (0/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 4 (Case Départ) has defeated Asoka's Archer!
Turn 68, 1280 BC: Your Axeman 4 (Case Départ) has destroyed a Archer!
Turn 68, 1280 BC: Trumpster's Axeman 2 (Case Départ) (5.00) vs Asoka's Archer (2.57)
Turn 68, 1280 BC: Combat Odds: 97.0%
Turn 68, 1280 BC: (Plot Defense: +20%)
Turn 68, 1280 BC: (Fortify: +5%)
Turn 68, 1280 BC: (City Defense: +50%)
Turn 68, 1280 BC: Trumpster's Axeman 2 (Case Départ) is hit for 17 (83/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 2 (Case Départ) is hit for 17 (66/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 22 (27/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 22 (5/100HP)
Turn 68, 1280 BC: Asoka's Archer is hit for 22 (0/100HP)
Turn 68, 1280 BC: Trumpster's Axeman 2 (Case Départ) has defeated Asoka's Archer!
Turn 68, 1280 BC: Your Axeman 2 (Case Départ) has destroyed a Archer!
Turn 68, 1280 BC: You have captured Thessalonica!!!
Turn 68, 1280 BC: The Byzantine Civilization has been destroyed!!!
Turn 68, 1280 BC: The borders of Constantinople are about to expand.
Turn 68, 1280 BC: Clearing a Forest has created 20 ℤ for Constantinople.
Turn 68, 1280 BC: The borders of Constantinople are about to expand.
Turn 68, 1280 BC: The borders of Constantinople are about to expand.
Turn 68, 1280 BC: The borders of Constantinople have expanded!
Turn 68, 1280 BC: You have trained Buddhist Missionary in Constantinople. Work has now begun on a Granary.
Turn 68, 1280 BC: Napoleon has founded Samsun in a distant land.

Turn 69, 1240 BC: The enemy has been spotted near Sheepish!
Turn 69, 1240 BC: Sheepish will become unhappy on the next turn.
Turn 69, 1240 BC: You are the worst enemy of Alexander.
Turn 69, 1240 BC: Clearing a Forest has created 20 ℤ for Case Départ.
Turn 69, 1240 BC: Sheepish will become unhappy on the next turn.
Turn 69, 1240 BC: You are the worst enemy of Alexander.
Turn 69, 1240 BC: Case Départ will grow to size 7 on the next turn.
Turn 69, 1240 BC: Rice Pudding will grow to size 6 on the next turn.
Turn 69, 1240 BC: Golden Sands will grow to size 3 on the next turn.
Turn 69, 1240 BC: Sheepish will grow to size 6 on the next turn.
Turn 69, 1240 BC: Cornish Cow will grow to size 2 on the next turn.
Turn 69, 1240 BC: Case Départ will grow to size 7 on the next turn.
Turn 69, 1240 BC: Rice Pudding will grow to size 6 on the next turn.
Turn 69, 1240 BC: Golden Sands will grow to size 3 on the next turn.
Turn 69, 1240 BC: Sheepish will grow to size 6 on the next turn.
Turn 69, 1240 BC: Cornish Cow will grow to size 2 on the next turn.

Turn 70, 1200 BC: The enemy has been spotted near Sheepish!
Turn 70, 1200 BC: The enemy has been spotted near Thessalonica!
Turn 70, 1200 BC: Case Départ has grown to size 7.
Turn 70, 1200 BC: Rice Pudding has grown to size 6.
Turn 70, 1200 BC: Golden Sands has grown to size 3.
Turn 70, 1200 BC: Sheepish has grown to size 6.
Turn 70, 1200 BC: Sheepish has become unhappy.
Turn 70, 1200 BC: Sheepish can hurry Library for 3⇴ with 20ℤ overflow and +1⇤ for 16 turns.
Turn 70, 1200 BC: Cornish Cow has grown to size 2.
Turn 70, 1200 BC: Thessalonica will be pacified on the next turn.
Turn 70, 1200 BC: You are the worst enemy of Alexander.
Turn 70, 1200 BC: Thessalonica will be pacified on the next turn.
Turn 70, 1200 BC: You are the worst enemy of Alexander.
Turn 70, 1200 BC: Thessalonica will be pacified on the next turn.
Turn 70, 1200 BC: You are the worst enemy of Alexander.
Turn 70, 1200 BC: Clearing a Forest has created 20 ℤ for Cornish Cow.
Turn 70, 1200 BC: Thessalonica will be pacified on the next turn.
Turn 70, 1200 BC: You are the worst enemy of Alexander.
Turn 70, 1200 BC: Thessalonica will be pacified on the next turn.
Turn 70, 1200 BC: You are the worst enemy of Alexander.

Good night.
 
Excellent play Doshin! :clap:

We have now completed more than a third of our game turns I'd say.

Isn't it time to reASSess the options we have for the next 50 turns?

What's the best way to accelerate our research? How to make the best use of the AIs research potential? (No Mussa in this game) Should we beeline Oxford?

Diplomacy and War: what are our options ? What is there to win attacking Tokugawa ?

Finally exploration: we've done good thus far. Finding the last AI looks absolutely crucial.
Can we use our scout for the center south area while the axe goes north west?
Settling one or two channel-like city could be a game winning move one more time?
We are allowed one free city gift... What do you want to use that for ?
 
Isn't it time to reASSess the options we have for the next 50 turns?

Almost. The goals for the next few turns are quite clear. Complete TGL, NE, HE, and CoL.

What's the best way to accelerate our research? How to make the best use of the AIs research potential? (No Mussa in this game) Should we beeline Oxford?

GSs Bulb, CHs, cottages, nothing special. Trade depends on luck than we can control. Oxford is not a intentional beeline, just a natural way to bulb Edu.

Diplomacy and War: what are our options ? What is there to win attacking Tokugawa ?

WEs + Catas are probably the fastest way possible.

Finally exploration: we've done good thus far. Finding the last AI looks absolutely crucial.
Can we use our scout for the center south area while the axe goes north west?

The scout is guarding the site for 9th city (possibly from the situation). There are many axes are free from the war now, which could do a lot of scouting to our surrounding area.


Settling one or two channel-like city could be a game winning move one more time?

If we go for Cuirs war mainly, then there's no need of canal sites. We can use two stacks to swipe through north and south.

We are allowed one free city gift... What do you want to use that for ?

For the moment, I don't see any usage as we already OB with everyone met, any not difficult to maintain trade possibility with everyone.
 
It looks like that the stone site has not been settled yet. Do we want to give it a try? The fastest way is to connect the road the Toku's land and whip a settler from Const.
 
Excellent play Doshin! :clap:

Thanks. :cool:

We have now completed more than a third of our game turns I'd say.

I hope so. That would keep us on track.

Isn't it time to reASSess the options we have for the next 50 turns?

When the next player takes over we will have TGL, NE, and COLs. This would be a good time to decide about the future course of the game.

What's the best way to accelerate our research? How to make the best use of the AIs research potential? (No Mussa in this game) Should we beeline Oxford?

After COLs, Civil Service is the next big economic tech. However, this will take us away from Construction for Catapults. Kublai should research HBR in the near future. So we'll need to balance military with economic expansion.

Diplomacy and War: what are our options ? What is there to win attacking Tokugawa ?

It looks like he is the weakest of the remaining AI, and undoubtedly has a nice capital with at least one :commerce: tile (Dye) in the BFC. We need to scout his land before deciding.


Finally exploration: we've done good thus far. Finding the last AI looks absolutely crucial.
Can we use our scout for the center south area while the axe goes north west?

I am thinking about using the Medic I Axeman to explore the central region. The Axeman that fogbusted the Horse site is also moving in a north-west direction, and could take over from the Scout.

Our original Woodsman II Axe is still the best positioned for meeting the last AI. I intend to move him in a NW direction now. He must border Alex.


Settling one or two channel-like city could be a game winning move one more time?
We are allowed one free city gift... What do you want to use that for ?

I don't see any reason to gift at the moment.

It looks like that the stone site has not been settled yet. Do we want to give it a try? The fastest way is to connect the road the Toku's land and whip a settler from Const.

Settle before the Pigs/Wheat?

It depends on whether we want to go after Tokugawa, I think.

We really do need Stone for Oxford. If we still lack Mathematics in ~4 turns, we will need to chop all of the capital's forests. It is going to be difficult enough to build this even with the discount.

I am fairly sure that Constantinople will provide the next Settler, regardless of the location.
In terms of pre-Math chops, I intend to:

  1. Chop a Missionary this turn in Constantinople, for Sheepish. This will boost the OF from the 3–pop Library whip, which in turn will go into the NE for fail gold.
  2. Chop the Forest 1SE of Rice Pudding, for +40H of fail gold.

I am also thinking about scouting the north and south tundra with some of our spare units. In the north, I would like to see if the barb city contains anything of interest. Elsewhere, I would like to see if there are any sources of Fur or Silver within reach. Deer is sometimes available, too, and the capital will run into :health: problems before happiness is an issue.
 
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