SGOTM 19 - Also Sprach Sid

Question: is there a reason to slow down on running scientists if it looks like we won't be able to get Maths before our GS is born?

You never know when we could trade Math, any time that either HC or KK trade Math will open the trade.
 
Good luck from me. :) I am always pleased to hear about the small improvements, which only occur to the active player.

As a reminder: although barb units don't appear within a 9x9 radius of any unit, barb cities can appear on tiles that are fogged. So don't leave any fogged tiles in the vicinity of Pigs/Wheat. Iron/Pigs is also a possible candidate for a barb city.

You don't need to answer this, but how much OF does Golden Sands generate from the Courthouse whip? If it would be enough for a 1-pop Worker whip on T82, let's do that instead. I don't think it will be, though, just a suggestion if it is.
 
Ok turn 1 and I need counsel for troop management...


We may already have a problem with our CR3 escort:
Spoiler :

The other Archer was hidden in the fog. Do we go on with the plan by moving the Settler to the Axe or play it safe (and forget about settling Dye/Stone on T78):
Spoiler :


I vote play it safe.



Spawn busting the North:
Spoiler :


He goes here to spawn bust




And he moves North to replace Scout




Southern dudes: SW for both?
Spoiler :



HC scout, agree with this next turn?
Spoiler :
 
You never know when we could trade Math, any time that either HC or KK trade Math will open the trade.
OK!

Good luck from me. :) I am always pleased to hear about the small improvements, which only occur to the active player.

Cheers :hatsoff:

As a reminder: although barb units don't appear within a 9x9 radius of any unit, barb cities can appear on tiles that are fogged. So don't leave any fogged tiles in the vicinity of Pigs/Wheat. Iron/Pigs is also a possible candidate for a barb city.

You don't need to answer this, but how much OF does Golden Sands generate from the Courthouse whip? If it would be enough for a 1-pop Worker whip on T82, let's do that instead. I don't think it will be, though, just a suggestion if it is.
I'll re-check but I really don't think so
 
Don't worry, the archers are targeting city, settler goes as the plan.

OK with the axe in HC's land, then goes to the road
 
Spawn North:

Keep the Axeman on the Grassland Hill? A barb city could claim the Clams and Horse.

Southern dudes:

The more northern Axe should go 1NW, I think, to move to the Desert Hill. It's very unlikely barbs will be in this area. Too late. :p

The southern Axe movement is fine.

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For HC, zoom out next turn and click the culture button. This can reveal culture you wouldn't normally see.

Otherwise just follow the direction of the road network, roughly.
 
For HC, zoom out next turn and click the culture button. This can reveal culture you wouldn't normally see.

Otherwise just follow the direction of the road network, roughly.

Here you go:
Spoiler :



NW !


I prefered going through the forest with the Woody 2:
Spoiler :


HC's got Stone....


And Toku is roading!! :D



His Archers have been through some hard stuff :lol:


The Southern dude: scout back East or West?
Spoiler :
 
Keep the Axeman on the Grassland Hill? A barb city could claim the Clams and Horse.
Nope everthing is fogbusted

BTW I have this icky feeling there might be a food or hammer off in the Const/Sea Horse region VS the test game... :think:
 
Toku's Worker will save us a turn or two of Worker actions, but the city will be settled at the same time. Good news is that another Settler hasn't appeared.

For the south: it would be nice to scout around the Silver and look for any food. I would personally use the western Axe to do that, moving the most southern one to the Ice Hill 1S2E. But the most western Axe can locate Napoleon, so either way is fine.

It is a shame Toku's CGIII survived. I had hoped the barbs would overwhelm this little city. :lol:
 
Toku's Worker will save us a turn or two of Worker actions, but the city will be settled at the same time.
Unless Toku closes borders, we're settling that (connected) sucker next turn :D
:nono: to myself :lol:

Pressing end turn
 
OK played 1.5 more turns, I'm done for today :) :sleep:

Things are going smoothly although there was a small micro difference between real game and test game for Constantinople and Sea Horse (was able to work it out).

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We found Toku's and HC's capitoles:
Spoiler :









Little souvenir from the past :cool:

Or simply an AI sitting on a Marble hill (free GE would have given an earlier Oracle I think)

Turn 1 demo screen indicated an AI with 6H of prod. It could easily be a 3H city tile +100% from Marble if building the Oracle... Put a chop or a whip in there and you get a T10 Oracle :cry:


Our 9th city has been settled on T78 T79 :lol:




EDIT- And we traded Copper!




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Scouting and spawn busting:
Spoiler :






Having seen nothing interesting to the West of Silver, I opted for a retreat to the East to scout our direct South



See y'all tomorrow for an incredible new episode!! (lol)
 
Nice work pomthom. I think I spy a Tokugawa settling party... late by a turn. ;)

Nice city naming skills, too. Better than 'Sea Horse,' where inspiration and wit went to die.
 
Could you take a screenshot of the tech screen, pomthom?

Not much has changed, otherwise. We can OF to Warriors in a few locations and send them to Case Départ or Constantinople. Rice Pudding, especially, can build these instead of finishing the Heroic Epic (to maximize fail gold elsewhere).

The timing and location of City #10 is something that needs to be tested. Are we going to settle on the city ruins, or 1N? Both can work 7 Grassland tiles. I'd prefer 1N, as it requires less roading, allows us to improve the Wheat immediately after the Pigs (no border pop needed), and leaves space for another possible city between Sea Horse and Dye Hard (= work Clam/Lake + 2 Grassland Cottages. Very low priority city.).

Two Workers are needed to immediately start building a Pasture (3F ---> 9F ---> 15F ---> 21F (= chop) ---> 5/24F (= whip) ---> 11/22F), another Worker will need to be on hand to chop a Forest, and we'll need a Missionary in place before the turn that the Forest is chopped.

In terms of scouting:

  • The SW Axe needs to make sure there are no food sources west or south-west of the Silver.
  • Northern Scout: I'd like this to go east before turning west, as I am interested to know a little more about the barb city. However, I am also keen to explore the area around the Desert Iron, since this looks Green and may well hide a food source.
  • Huayna Capac: we could locate his last city, or not, it doesn't really matter. Do you want to look for Alex's capital, Mecca? Otherwise, the Axe should scout the central area. You could take him via the barb city next to the Banana. If so, be careful, as this is guarded by LBs.
 
Could you take a screenshot of the tech screen, pomthom?

Tech and diplo screens
Spoiler :





We're not making any friends amongst the Confusian crowd...

We can OF to Warriors in a few locations and send them to Case Départ or Constantinople. Rice Pudding, especially, can build these instead of finishing the Heroic Epic (to maximize fail gold elsewhere).
Where should we plan that? Cornish Cow?

The problem with investing in HE fail gold is we need Barracks first.

The timing and location of City #10 is something that needs to be tested. Are we going to settle on the city ruins, or 1N? Both can work 7 Grassland tiles. I'd prefer 1N, as it requires less roading, allows us to improve the Wheat immediately after the Pigs (no border pop needed), and leaves space for another possible city between Sea Horse and Dye Hard (= work Clam/Lake + 2 Grassland Cottages. Very low priority city.).
I agree about having to test. I prefer 1N as well simply because of the 2 resources in inner ring, the count of GLs seem a bit less of a factor for a 10th city but it's true we're going for a tech game...

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I'm going to test out the new micro for Dye Hard, post it and call it a day. I intended to play tonight but I'm exhausted and no good will come of that. :nono:
 
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