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SGOTM 20 - Civ Geeks United

TANGENT

For those of you who have been monitoring the scoreboard, any idea how TSR went from ~1540 at the beginning of their last turn to 1975 for their second save in that turn?

I have been staring at that for a long time and wondering what you would have to do to gain over 400 points in a single turn. The only thing I can guess is a multi-front attack that was coordinated to capture several cities on the same turn.
 
you have no idea how brutal the top team can be in the last turns. It's frightening.

Will play very soon
 
played 4-5 turn I think.
built 8 phants and 7 cats.
CoL is in, couldn't trade for it :(
2 phants are in position to attack hindu holy city next turn (only 2 archers in defence) + 2 back up. we should maybe wait for the 2 more fants in 2 turns.
for christian city HA are getting into position.

Started some CH in expencive city as war effort start to hurt.
Had to whiped a 4pop forge in dagobah as this city had too mutch population and too mutch production, I could not perform 2 pop whip armies.
in midgard, had to built a library for pop control.

blocking city was already lost, so good idea we took the marble one.

for future turn, keeps prepare for war. fants and cats are slow, i will try to improve road system especially to roman countries.

tech CS at 0% until we can go 100% science.
Keep building units for julius and then sully.

plan to stop when army are ready to strike julius.
save: http://gotm.civfanatics.net/download.php?file=Civ_Geeks_United_SG020_BC0050_01.CivBeyondSwordSave

log:
Spoiler :
Turn 108, 175 BC: You have trained a War Elephant in Geek Central. Work has now begun on a War Elephant.
Turn 108, 175 BC: You have trained a Work Boat in Midgar. Work has now begun on a Catapult.
Turn 108, 175 BC: You have trained a War Elephant in Death Star. Work has now begun on a War Elephant.
Turn 108, 175 BC: You have constructed a Monument in Caemlyn. Work has now begun on a Granary.
Turn 108, 175 BC: Augustus Caesar adopts Hereditary Rule!
Turn 108, 175 BC: Barbarian's Archer (2.14) vs Mehmed's Gimli (Axe) (Axeman) (4.50)
Turn 108, 175 BC: Combat Odds: 2.4%
Turn 108, 175 BC: (Extra Combat: -10%)
Turn 108, 175 BC: (Plot Defense: +25%)
Turn 108, 175 BC: Mehmed's Gimli (Axe) (Axeman) is hit for 14 (58/100HP)
Turn 108, 175 BC: Barbarian's Archer is hit for 27 (38/100HP)
Turn 108, 175 BC: Barbarian's Archer is hit for 27 (11/100HP)
Turn 108, 175 BC: Barbarian's Archer is hit for 27 (0/100HP)
Turn 108, 175 BC: Mehmed's Gimli (Axe) (Axeman) has defeated Barbarian's Archer!

Turn 109, 150 BC: You have trained a War Elephant in Dagobah. Work has now begun on a War Elephant.
Turn 109, 150 BC: You have trained a War Elephant in Endor. Work has now begun on a War Elephant.
Turn 109, 150 BC: You have constructed a Granary in Gondor. Work has now begun on a Lighthouse.

Turn 110, 125 BC: You have trained a Catapult in Tatooine. Work has now begun on a Catapult.
Turn 110, 125 BC: You have trained a Catapult in Jabba's Palace. Work has now begun on a Catapult.
Turn 110, 125 BC: Socrates (Great Scientist) has been born in a far away land!

Turn 111, 100 BC: The enemy has been spotted near Alderaan!
Turn 111, 100 BC: Gondor has grown to size 3.
Turn 111, 100 BC: Gondor can hurry Lighthouse for 1⇴ with 5ℤ overflow and +1⇤ for 16 turns.
Turn 111, 100 BC: Clearing a Forest has created 30 ℤ for Midgar.
Turn 111, 100 BC: Geek Central will grow to size 8 on the next turn.
Turn 111, 100 BC: Jabba's Palace will grow to size 5 on the next turn.
Turn 111, 100 BC: Alderaan will grow to size 6 on the next turn.
Turn 111, 100 BC: You have trained a Catapult in Midgar. Work has now begun on a Catapult.
Turn 111, 100 BC: Augustus Caesar has founded Satricum.

Turn 112, 75 BC: The enemy has been spotted near Alderaan!
Turn 112, 75 BC: Geek Central has grown to size 8.
Turn 112, 75 BC: Midgar has become happy.
Turn 112, 75 BC: Death Star can hurry Catapult for 1⇴ with 40ℤ overflow, 1ℴ added to the treasury, and +1⇤ for 10 turns.
Turn 112, 75 BC: Dagobah can hurry Catapult for 1⇴ with 10ℤ overflow and +1⇤ for 24 turns.
Turn 112, 75 BC: Jabba's Palace has grown to size 5.
Turn 112, 75 BC: Jabba's Palace can hurry Catapult for 1⇴ with 32ℤ overflow and +1⇤ for 23 turns.
Turn 112, 75 BC: Alderaan has grown to size 6.
Turn 112, 75 BC: Alderaan can hurry Catapult for 2⇴ with 27ℤ overflow and +1⇤ for 13 turns.
Turn 112, 75 BC: The borders of Gondor are about to expand.
Turn 112, 75 BC: You have plundered 1ℴ from the Farm!
Turn 112, 75 BC: Midgar will grow to size 11 on the next turn.
Turn 112, 75 BC: Tatooine will grow to size 8 on the next turn.
Turn 112, 75 BC: Dagobah will grow to size 8 on the next turn.
Turn 112, 75 BC: Endor will grow to size 9 on the next turn.
Turn 112, 75 BC: Gondor will grow to size 3 on the next turn.
Turn 112, 75 BC: You have discovered Code of Laws!
Turn 112, 75 BC: The borders of Gondor have expanded!
Turn 112, 75 BC: Mohammed Shah (Great Prophet) has been born in Orleans (Louis XIV)!
Turn 112, 75 BC: Xi Ling Shi (Great Scientist) has been born in York (Victoria)!
Turn 112, 75 BC: A Fishing Boats has been destroyed by a marauding Barbarian Galley!

Turn 113, 50 BC: The enemy has been spotted near Alderaan!
Turn 113, 50 BC: Geek Central can hurry Catapult for 1⇴ with 24ℤ overflow and +1⇤ for 24 turns.
Turn 113, 50 BC: Midgar has grown to size 11.
Turn 113, 50 BC: Midgar has become unhappy.
Turn 113, 50 BC: Midgar can hurry Library for 1⇴ with 21ℤ overflow and +1⇤ for 10 turns.
Turn 113, 50 BC: Dagobah has grown to size 8.
Turn 113, 50 BC: Dagobah can hurry Forge for 4⇴ with 20ℤ overflow and +1⇤ for 23 turns.
Turn 113, 50 BC: Endor has grown to size 9.
Turn 113, 50 BC: Endor can hurry Catapult for 1⇴ with 33ℤ overflow and +1⇤ for 10 turns.
Turn 113, 50 BC: Gaziantep has been founded.


I plan to play again in 24-48 hours
any comments, advices?
 
Where did we lose the seafood net to a Barb galley?

I don't think we've seen a barb galley up to this point, just the triremes...
 
in the north east (north of alderan), a galley appear from dark tiles, had to turn our explo WB to hide in a city.
 
built 8 phants and 7 cats.

That seems like a big enough army to me... Maybe just send 1 cat to the island. If bombard works, the 2 phants will be enough. If it doesn't work, we can suicide the cat to damage the archers and then kill them.

That leaves 6 phants on the mainland, and I'm sure a few more will be built by the time all the units converge on JC's border.

Started some CH in expencive city as war effort start to hurt.
Had to whiped a 4pop forge in dagobah as this city had too mutch population and too mutch production, I could not perform 2 pop whip armies.

Good idea. We'll have to work in more Courthouses between unit builds to keep costs under control. I'm glad we got some kind of solution in Dagobah, they were constantly unhappy the last 10 turns or so.

any comments, advices?

One last thing - Did you put the scientist specialists back in GC? We should run at least one to keep the balance from shifting toward Prophet again.
 
TANGENT

For those of you who have been monitoring the scoreboard, any idea how TSR went from ~1540 at the beginning of their last turn to 1975 for their second save in that turn?

I have been staring at that for a long time and wondering what you would have to do to gain over 400 points in a single turn. The only thing I can guess is a multi-front attack that was coordinated to capture several cities on the same turn.

They have been sitting on 125 AD for about 2.5 weeks. They spiked up around Sept 3. I was initially thinking it was a mass bulbing, but there is a chance these guys are even at the point of finishing the game, and did a mass settling going for domination.
 
astre, did the one turn at 100% :espionage: reveal his city garrisons? If so, can you give a screenie. Also, I assume he just finished a tech. What was he researching?

I really don't like courthouses. I would much rather build units. If our enemies get longbows, it will cost much, much more to take down the AI. I am not so sure we will need much more research. I would rather whip courthouses later. I would favor them only if we intend to start working in some spies and spy specialists, so we can run spy missions for city revolts before attacking.

Those distant Barb cities need courthouses, but only after we get missionaries.

Let's work an Eng Spec in GC. I would love a GE for AP.
 
astre, did the one turn at 100% reveal his city garrisons? If so, can you give a screenie. Also, I assume he just finished a tech. What was he researching?

yes, i've seen some.
will dig the autosave

I really don't like courthouses. I would much rather build units. If our enemies get longbows, it will cost much, much more to take down the AI. I am not so sure we will need much more research. I would rather whip courthouses later. I would favor them only if we intend to start working in some spies and spy specialists, so we can run spy missions for city revolts before attacking.
I've always thought 8 g/t is the right time to start one. we have some cities where we are at 9.5. I propose to build CH only in not military cities if that suit you.

Those distant Barb cities need courthouses, but only after we get missionaries.
of cource, do we switch to OR for that or we built a monatery?

Let's work an Eng Spec in GC. I would love a GE for AP.
I tought about it but alsor that some whips would be more beneficial in the short term. If we start an eng in GC, the chance will be low but agree it would be great if we had it. I will use one in GC.


EDIT, julius did tech calendar
 
I am not so sure we will need much more research. I would rather whip courthouses later. I would favor them only if we intend to start working in some spies and spy specialists, so we can run spy missions for city revolts before attacking.

Wow, I hadn't really thought about shutting down research. It seems like we still have a long way to go in terms of eliminating one leader from each pair. I suppose there's a sort of natural progression where the army that destroys JC gets on some boats to reach Vicky, and the army that destroys Suleiman does the same thing to cross our little inland sea and attack Napoleon. Meanwhile, we have to get strikeforces to each of the holy cities.

I guess it mostly hinges on whether JC trades away Monarchy before we kill him, or if Vicky is headed for Feudalism. I do wonder if getting Feudalism ourselves would speed things up by allowing us to vassal the other civs instead of eliminating them. Any thoughts on that?

Those distant Barb cities need courthouses, but only after we get missionaries.

Let's work an Eng Spec in GC. I would love a GE for AP.

I'm good with an Engineer, even if the odds are pretty low. For missionaries, I think OR is a must. We have to spread at least two of them, probably four in order to get the temples, and building that many monasteries would really slow us down.
 
We're only about 7 turns from 125 AD, and we haven't even begun the religious requirements. Do you really think they could've built temples and spread two religions already?

with top teams, you never know ^^

but yeah, given our advance and points at this time, it seems not likely that they are going to win now.

They, more likely like you said, planed and tested an invasion for long time

For missionaries, I think OR is a must. We have to spread at least two of them, probably four in order to get the temples, and building that many monasteries would really slow us down.
right, OR will be a must. another stop condition will be when an holy city is out of revolt.
 
I had a view in every julius city in 125BC. in 100 BC, one city was already blackened.
please be carefull, it's the autosave of our game. try not to move anything :)

in global, not so mutch defences.
 

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I might have some more comments after I look at the autosave, but for now just one thought:

Would it be worthwhile to keep units just inside our border until the stragglers catch up? I guess it largely depends on how many of them we actually need in order to attack the first city. If we can do it with half of the total army, then the stragglers could catch up just as the first wave gets healed up. If we need all of them, then it makes sense to form one or two stacks and move out when they're all together.
 
Play on.

Just stop when we need to finalize a tactical plan of attacking Julius.

Try to avoid whipping in our high hammer cities, specifically Endor, Death Star and Dagobah. Try to get those forests chopped and hills mined. Whip workers to in our newer, high food cities to get their tiles improved.
 
will play tonight with group point inside our territory.

I will continue to chop and try to limit the whip.
 
I know we're not quite there yet, but what are your thoughts on razing/keeping these cities?

Obviously, we want to keep Antium with GLH. It might be worth keeping one of the two eastern cities for the gold mine(s).

I don't see a reason to keep Neapolis, but we could also consider gifting it to AC. It would be good to get him to 'Pleased', since we are eliminating his worst enemy.
 
It will all depend from cultural pressure. neapolis have 2 dyes. if we can keep it, we will.
Seeing how julius have trouble fighting for its border north of neapolis, i think it will be hard to keep it.
BTW, I'd likle to attack via neapolis. I'll see if it's possible.
 
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