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SGOTM 20 - Civ Geeks United

I suppose once we have GLH any coastal city is potentially worth keeping. Especially, if it has enough population to whip a courthouse fairly quickly.

Cultural pressure on Neapolis might make it problematic to keep. We would probably lose the dye 1E of the city and definitely the quarry 1N.
 
Can't play tonight due to unexpected problems
Will play in 10hours.
You can still comment inbetween
 
Damn. I was looking forward to anything would get me through a few more of the remaining 90 minutes in this work week.
 
have to stop here.
will give more details latter.

the save: http://gotm.civfanatics.net/download.php?file=Civ_Geeks_United_SG020_AD0075_01.CivBeyondSwordSave

log:
Spoiler :
Turn 113, 50 BC: Gaziantep has been founded.
Turn 113, 50 BC: You have constructed a Forge in Dagobah. Work has now begun on a Catapult.
Turn 113, 50 BC: Antony van Leeuwenhoek (Great Scientist) has been born in a far away land!

Turn 114, 25 BC: Mehmed's War Elephant 1 (Geek Central) (9.60) vs Barbarian's Archer (10.35)
Turn 114, 25 BC: Combat Odds: 27.5%
Turn 114, 25 BC: (Extra Combat: -20%)
Turn 114, 25 BC: (Plot Defense: +125%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +50%)
Turn 114, 25 BC: (Hills Defense: +45%)
Turn 114, 25 BC: Mehmed's War Elephant 1 (Geek Central) is hit for 20 (80/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (81/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (62/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 1 (Geek Central) is hit for 20 (60/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 1 (Geek Central) is hit for 20 (40/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (43/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 1 (Geek Central) is hit for 20 (20/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (24/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (5/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (0/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 1 (Geek Central) has defeated Barbarian's Archer!
Turn 114, 25 BC: Mehmed's War Elephant 4 (Endor) (9.60) vs Barbarian's Archer (10.35)
Turn 114, 25 BC: Combat Odds: 27.5%
Turn 114, 25 BC: (Extra Combat: -20%)
Turn 114, 25 BC: (Plot Defense: +125%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +70%)
Turn 114, 25 BC: (Hills Defense: +25%)
Turn 114, 25 BC: Mehmed's War Elephant 4 (Endor) is hit for 20 (80/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 4 (Endor) is hit for 20 (60/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (81/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 19 (62/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 4 (Endor) is hit for 20 (40/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 4 (Endor) is hit for 20 (20/100HP)
Turn 114, 25 BC: Mehmed's War Elephant 4 (Endor) is hit for 20 (0/100HP)
Turn 114, 25 BC: Barbarian's Archer has defeated Mehmed's War Elephant 4 (Endor)!
Turn 114, 25 BC: Mehmed's Ewok (Archer) (3.00) vs Barbarian's Archer (6.41)
Turn 114, 25 BC: Combat Odds: 3.4%
Turn 114, 25 BC: (Plot Defense: +125%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +70%)
Turn 114, 25 BC: (Hills Defense: +25%)
Turn 114, 25 BC: Mehmed's Ewok (Archer) is hit for 32 (68/100HP)
Turn 114, 25 BC: Mehmed's Ewok (Archer) is hit for 32 (36/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 12 (50/100HP)
Turn 114, 25 BC: Mehmed's Ewok (Archer) is hit for 32 (4/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 12 (38/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 12 (26/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 12 (14/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 12 (2/100HP)
Turn 114, 25 BC: Barbarian's Archer is hit for 12 (0/100HP)
Turn 114, 25 BC: Mehmed's Ewok (Archer) has defeated Barbarian's Archer!
Turn 114, 25 BC: You have captured Sindhu Island!!!
Turn 114, 25 BC: Louis XIV has declared war on Napoleon!
Turn 114, 25 BC: Hinduism has spread in Tours.
Turn 114, 25 BC: Suleiman has declared war on Napoleon!

Turn 115, 1 AD: You have trained a Catapult in Alderaan. Work has now begun on a Courthouse.
Turn 115, 1 AD: Hinduism has spread in Caemlyn.
Turn 115, 1 AD: Hinduism has spread in Edirne.
Turn 115, 1 AD: Louis XIV converts to Hinduism!

Turn 116, 25 AD: The enemy has been spotted near Jabba's Palace!
Turn 116, 25 AD: Geek Central has grown to size 9.
Turn 116, 25 AD: Geek Central can hurry War Elephant for 1⇴ with 18ℤ overflow and +1⇤ for 21 turns.
Turn 116, 25 AD: Tatooine has grown to size 9.
Turn 116, 25 AD: Gondor has grown to size 5.
Turn 116, 25 AD: Augustus Caesar has 60 gold available for trade.
Turn 116, 25 AD: Mehmed's Horse Archer 5 (Death Star) (6.00) vs Barbarian's Archer (9.60)
Turn 116, 25 AD: Combat Odds: 4.4%
Turn 116, 25 AD: (Plot Defense: +100%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +95%)
Turn 116, 25 AD: Mehmed's Horse Archer 5 (Death Star) is hit for 25 (75/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 5 (Death Star) is hit for 25 (50/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 15 (85/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 5 (Death Star) is hit for 25 (25/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 15 (70/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 15 (55/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 5 (Death Star) is hit for 25 (0/100HP)
Turn 116, 25 AD: Barbarian's Archer has defeated Mehmed's Horse Archer 5 (Death Star)!
Turn 116, 25 AD: Your Horse Archer 5 (Death Star) has died trying to attack a Archer!
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Death Star) (7.20) vs Barbarian's Archer (8.85)
Turn 116, 25 AD: Combat Odds: 25.9%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Plot Defense: +100%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +70%)
Turn 116, 25 AD: Barbarian's Archer is hit for 18 (82/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Death Star) is hit for 22 (78/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Death Star) is hit for 22 (56/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 18 (64/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Death Star) is hit for 22 (34/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Death Star) is hit for 22 (12/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 18 (46/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 2 (Death Star) is hit for 22 (0/100HP)
Turn 116, 25 AD: Barbarian's Archer has defeated Mehmed's Horse Archer 2 (Death Star)!
Turn 116, 25 AD: Your Horse Archer 2 (Death Star) has died trying to attack a Archer!
Turn 116, 25 AD: Mehmed's Horse Archer 1 (Endor) (7.20) vs Barbarian's Archer (5.28)
Turn 116, 25 AD: Combat Odds: 88.0%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Plot Defense: +100%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +95%)
Turn 116, 25 AD: Mehmed's Horse Archer 1 (Endor) is hit for 20 (80/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 19 (36/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 19 (17/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 19 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 1 (Endor) has defeated Barbarian's Archer!
Turn 116, 25 AD: Your Horse Archer 1 (Endor) has destroyed a Archer!
Turn 116, 25 AD: Mehmed's Horse Archer 4 (Endor) (7.20) vs Barbarian's Archer (4.41)
Turn 116, 25 AD: Combat Odds: 96.2%
Turn 116, 25 AD: (Extra Combat: -20%)
Turn 116, 25 AD: (Plot Defense: +100%)
Turn 116, 25 AD: (Fortify: +25%)
Turn 116, 25 AD: (City Defense: +70%)
Turn 116, 25 AD: (River Attack: +25%)
Turn 116, 25 AD: Barbarian's Archer is hit for 20 (26/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 4 (Endor) is hit for 19 (81/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 20 (6/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 4 (Endor) is hit for 19 (62/100HP)
Turn 116, 25 AD: Barbarian's Archer is hit for 20 (0/100HP)
Turn 116, 25 AD: Mehmed's Horse Archer 4 (Endor) has defeated Barbarian's Archer!
Turn 116, 25 AD: Your Horse Archer 4 (Endor) has destroyed a Archer!
Turn 116, 25 AD: You have captured a Worker
Turn 116, 25 AD: You have captured Paulopolis!!!
Turn 116, 25 AD: Jabba's Palace will grow to size 5 on the next turn.
Turn 116, 25 AD: Alderaan will grow to size 7 on the next turn.
Turn 116, 25 AD: Suleiman adopts Organized Religion!
Turn 116, 25 AD: Orville Wright (Great Engineer) has been born in Rome (Augustus Caesar)!
Turn 116, 25 AD: Chandragupta Maurya (Great General) has been born in a far away land!
Turn 116, 25 AD: Louis XIV has founded Poitiers in a distant land.
Turn 116, 25 AD: Hinduism has spread in Chartres.

Turn 117, 50 AD: The enemy has been spotted near Jabba's Palace!
Turn 117, 50 AD: Midgar can hurry Catapult for 1⇴ with 24ℤ overflow and +1⇤ for 16 turns.
Turn 117, 50 AD: Tatooine can hurry Catapult for 1⇴ with 11ℤ overflow and +1⇤ for 19 turns.
Turn 117, 50 AD: Dagobah can hurry War Elephant for 1⇴ with 38ℤ overflow and +1⇤ for 29 turns.
Turn 117, 50 AD: Jabba's Palace has grown to size 5.
Turn 117, 50 AD: Alderaan has grown to size 7.
Turn 117, 50 AD: Sindhu Island will be pacified on the next turn.
Turn 117, 50 AD: Churchill has 50 gold available for trade.
Turn 117, 50 AD: The borders of Caemlyn are about to expand.
Turn 117, 50 AD: Julius Caesar will trade Dye
Turn 117, 50 AD: Deal Canceled: Horse to Churchill for Gold, Pig
Turn 117, 50 AD: Deal Canceled: Rice to Louis XIV for Gold Per Turn (2)
Turn 117, 50 AD: Clearing a Forest has created 30 ℤ for Endor.
Turn 117, 50 AD: The revolution has begun!!!
Turn 117, 50 AD: Mehmed adopts Hereditary Rule!
Turn 117, 50 AD: Mehmed adopts Organized Religion!
Turn 117, 50 AD: Hinduism has spread in Endor.
Turn 117, 50 AD: The anarchy is over! Your government is re-established.
Turn 117, 50 AD: Suleiman converts to Hinduism!
Turn 117, 50 AD: Hinduism has spread in Bursa.
Turn 117, 50 AD: Augustus Caesar has completed Shwedagon Paya!
Turn 117, 50 AD: A Fishing Boats has been destroyed by a marauding Barbarian Galley!

Turn 118, 75 AD: The enemy has been spotted near Gondor!
 
sorry about delay
I reviewed the save and paused it:
http://gotm.civfanatics.net/download.php?file=Civ_Geeks_United_SG020_AD0075_02.CivBeyondSwordSave

I stop here for consultation about religions.
I got hindu city with one phant loss. It had a shrine built in. immediately, cities from other civ gets hindu. hindu will become the major religion in the world. it must not be the one we will use for religion victory.

christian holy city have no shrine built in. it might be better for religion victory.

I switch to OR + monarchy last turn as it was mandatory, no other possibility in reality.

As such, I'm not sure how to deals with religion stuff.
For missonary production, I started 3 this turn but at the same time, the religion will probably spread by itself.
should i start AP in endor right now (production city, quite nice) and try to turn it into christian and convert on last turn of production.
should we turn hindu?

I started a south army for sully while north army is 2 T from declare to julius.

On foreign matter, the good news is that sully, louis and nappy are at war. -> we should be free from any dagger.
I trade for calendar with currency+20g 1 turn ago. Started some plantation.

in the north sea, the barb galley anoy us. i started a trireme. should I keep it of better use a galley for defence? the galley will be needed for invasion anyway.

any tips or advices?

Thank you noble Z for the screen shot, i kept 2 from this morning
 

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NOTE GAME IS NOT SAVEDPAUSED!

Thanks for the update, as you say the "traditional" way to win with AP is to minimise the time you are in the AP religion so you would adopt Hinduism, switch to Christianity just before the AP is built then switch back 5 turns later. Most times I've gone for the AP I've been Spiritual though - in this case it means 3 turns of Anarchy but I think this is unavoidable given where we are.

Good that there is a nice war breaking out to keep the others quiet!!
 
could you please explain the:
NOTE GAME IS NOT SAVED!
I don't get it.

the anarchy turns can be avoided using a golden age. We'll try to use one for that
 
Sorry meant to say game is NOT PAUSED - so please take care!

the anarchy turns can be avoided using a golden age. We'll try to use one for that
Yes absolutely if we can time it so the move in an out of Christianity is timed with that then that would be perfect.
 
astre - you said you traded for calender, but in the save that is currently uploaded to the server we don't have calendar. Please double check your game saves and make sure that the most recent one is uploaded.
 
christian holy city have no shrine built in. it might be better for religion victory.

Definitely better than Hindu. Even though it's pretty far away, it's also the only one that doesn't require a boat to move missionaries.

So, given that we want to use that for the AP religion, what should we do with the other two cities? Burn them?

I switch to OR + monarchy last turn as it was mandatory, no other possibility in reality.

As such, I'm not sure how to deals with religion stuff.
For missonary production, I started 3 this turn but at the same time, the religion will probably spread by itself.

This game provides an interesting peek into the game mechanics of religion spread. In a world with lots of cities and no religion, we get 7 spreads in 5 turns. I'm sure that pace will slow down as Hindu becomes more pervasive, but for now I would hold off on building any missionaries.

in the north sea, the barb galley anoy us. i started a trireme. should I keep it of better use a galley for defence? the galley will be needed for invasion anyway.

I like the galley in this situation. As you said, we'll need it later. The trireme won't be ready in time to save our other fish net, so we may as well let the barb move through and then rebuild nets with a galley for defense. Preferably, two galleys, but we don't need the 2nd one immediately.
 
I have a lot of thoughts, but not a lot of time. So I will be back...

I want to keep all the christian cities. We may have to gift them away at some point to spread our AP religion. They are coastal, so with TGL, they should pay for themselves.

We need a Christian missionary in Endor ASAP so we don't lose the AP. Endor should build 1-2 axes and Tatooine 1 axe (see below).

We need to spread Hinduism to Augustus and Churchill ASAP.

We need counters for Julius's Preat stack. We need two to three axes, or we will not be able to finish him because our elephants, that do not get defensive bonuses, will take heavy losses!

Uggh!! That barb galley is destroying us up north!!!
 
We need bribery/diplo power going forward. We need to research Aesthetics, Lit, Music for the GA and trade/bribery techs.

I would like to work max specialists in Geek Central to get a GPerson/Golden Age in 5 turns, so we can switch to Hinduism and build AP in Endor.

I want to whip a Market in Midgar so we can work 5 specialists to get a GPerson to go with the music GArtist for a second Golden Age for when we finish the AP.
 
We need to get some EP on Suleiman to see when he starts researching Feudalism. He needs to die before he gets longbows.

Accept an invite to war on Napoleon from Louis.

Once our war with Julius is on, we should invite Augustus to join us.

I would love to demand 100 gold from Sulieman or sell him a tech he is 1-2 turns away from for his gold. If we get Aesthetics, I would give him that for gold.
 
Seems like we will attack Suleiman as soon as we have a viable stack for doing so. Knowing whether or not he is researching feudalism is kind of irrelevant.

Agree about Louis and Augustus.

Should we sell Theo to JC before we DoW him? I realize he might turn around and try to use it to bribe someone, but I don't think there's anyone left for him to bribe. Maybe Vicky, but if Churchill is taking care of her, then he has no options.

GP plans are a departure from where we were headed, but given the situation, it sounds like a good plan.

We can try to get Axes to the front, but that's going to take a while. I think we're better off promoting the Elephants to Shock. That should make them sufficiently tough against the Praets.
 
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