SGOTM 22 - Fifth Element

I'd go for the galley and build archer in Porcy instead of monument, border pop can wait a few more turns.
 
Continuing to forge ahead... we are up to T70.

Save

Barb archers started showing up on T66 and we got 4 of them in quick succession. :mad: Currently, one of them is standing on top of our mine next to Porcy. He killed a wounded archer without taking much damage, so attacking is not an option. All we can do is hope that he attacks the city.

With the loss of an archer, we don't really have any choice but to put off the Monument. We really haven't seen any barbs coming from the west or north, the great majority are coming from the east. That's a pain in the a$$ considering that's the direction we're trying to build a road.

Our galley hit a dead end and is now backtracking, so that kind of sucks. Other galley is ready next turn.

The final chunk of this turnset will be to the founding of the third city. Probably T76, unless barbs cause more problems. I'll post that PPP tomorrow.

P.S. Sorry for the lack of screenshots, but it's late. I'll see if I can get some up in the morning.
 
Screenies

Spoiler :

Home

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The Persian Gulf?

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Rome

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Porcellus

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I had given up any notion of changing the site. I think we're headed for 1N1W of Horse, unless you have another location to propose...
That's where I would go so no issue from me.
 
I'd put it NW of corn with horses in second ring to get grassland farm. Reason for that is there's no food NW of horse except for corn, irrigating plains needs CS and another city further east. Obviously we'll need agriculture before the city is settled.
 
I'd put it NW of corn with horses in second ring to get grassland farm. Reason for that is there's no food NW of horse except for corn, irrigating plains needs CS and another city further east. Obviously we'll need agriculture before the city is settled.
That's where I put the orange dot originally! I thought everyone decided that horses in the 2nd ring is no good.

Honestly, I see the problems with that too. We're already forced on to defense only with barb archers. I'm pretty sure we will start seeing barb axes in 15-20 turns. If we don't have chariots, we'll be powerless to stop them from pillaging. Also, onetwo grass farms only gets us one two more brown tiles we can work. So, it changes the long term potential, but only a little.
 
Ok, here's the tentative plan for the conclusion to this turnset.

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This time with bonus worker micro!

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We've got 3 more archers finishing by T77, so we would be at 8 if no more die in combat. That gives us 6 in Rome, 1 to escort the Settler, and 1 to defend the general area around Porcy.

The 2nd galley should presumably head south, then east. However, with all coast out there, we could head straight south or southwest. I still prefer East, but it's an option.

If we need to discuss the city site some more, I would also be happy to just play to T73 when the Settler is ready and then turn it over. Let me know your preference.
 
Maybe the benefit of 2 grassland farms isn't to work two extra tiles but to facilitate a 4/2 whip cycle.
 
Ok, let me play up to T73, and then I'll try to get the test game back into shape.

I particularly want to test when barb axes start to show up. It may not be terribly accurate, so we'll need several test runs.
 
T73 Save

We got lucky with the barb archer attacking and dying instead of pillaging our mine.

The most notable thing that happened is that a barb city popped up immediately to our east. It may or may not have an effect on choice of 3rd city site.

Out of time now, but I will put up the screenshot dump later. Then it's the long slog to fix up the test game.
 
Thanks zbg. A pretty good set in our current circumstances. I'm not sure its worth updating test maps further.
 
I think in the past we've kept the test game alive up to at least T120. Given the slow expansion we have to deal with in this game, we should be able to use it even longer. I know my instincts/impulses are not competitive with the other teams, so I'll do what I have to do to keep it going.
 
Well, here it is. Close, but not perfect.

Known deviations:

-1F in Rome
-1F in Porcellus, and -12 OF into Archer (I really don't understand how that happened)
Some (10?) more beakers into Priesthood.
Whip anger in Rome is being balanced out by a colosseum. The colosseum should be removed once the whip anger goes away (5 turns).
 

Attachments

Goodness me. How time flies.

I can give it a whirl.

First thing I notice is no agriculture, may need to do something about that. Secod thing is eastern barb city which should reduce the spawn to an extent.

The immediate question is where to settle third city. I'm aware that the rest of the team have expressed a preference for one tile from horses. However I still think that this gives a weak city at the cost of 13-15 turn earlier chariots.

Note on chariots: great vs axes in open terrain, not so great attacking axes in the jungle, hopeless against spears.

Regardless of where we settle we need agriculture before monarchy.
 
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