SGOTM 22 - TTfkapr

Nice.
I dont know how did you micro later, yesterday i made 2 tests and was 1 turn behind you so micro is preety importand here. I know that we can work this cotage and have settler out in 3 turns ( same when working mine).
 
Ty ET my first 6 turns in SGOTM history :band: i rather should make something like this :eekdance:.
Hahaha.
:banana:

Let's hope your next turnset is more interesting. ;)

If I take over now to handle the warriors in canyon, I think you should continue after that, since this was only 6 turns. I'd probably play until a few turns after stone is settled, maybe until we are in slavery, or something like that, then you can continue until mids.

I did a test run with fast moving settler thanks to these roads and settling stone one turn earlier. No problem to build mids in 900BC with 2 chops, and I even ended up 6 beakers + 6 gold ahead and of course stone city was 2h2f ahead. However, cap was 6 hammers behind the earlier run (mainly because I had to work cottage instead of mine to grow to pop 6 in time) and fish city a massive 7f13h behind. Probably because I worked cottage instead of mine to reach math in time, which delayed granary. Micro needs to be tested carefully from this point on or we might lose a lot of food and hammers.

Nice.
I dont know how did you micro later, yesterday i made 2 tests and was 1 turn behind you so micro is preety importand here. I know that we can work this cotage and have settler out in 3 turns ( same when working mine).
Fish city should take mine, fast workboat is too important. In cap I worked 1f2h forest (1f3h for IMP leader building settler), then cottage after settler was done.
 
Here's how fogbusting the canyon works:
Spoiler :
5PAyUhe.jpg

  • 2 warriors (WM1 and unpromoted 2XP) start moving immediately after fish is settled, red and green line.
  • As soon as they reach forest hill A gems warrior (blue) starts walking towards stone.
  • Red and green continue along paths. Green to 1W of gems, where it spawnbusts western canyon and a few tiles south of mountains. Red to deer.
  • When they follow these paths, all tiles between blue warrior and red/green warriors are always spawnbusted, no barbs can spawn between them. Only possible threats are in front of blue warrior.
  • If blue warrior reaches stone, we have red warrior on deer and no barbs can spawn on the entire peninsula.
  • As soon as settler reaches deer, red warrior starts walking back to capital. Will be there one turn after settler is ready to settle, but this doesn't matter, capital isn't pop 6 in time anyway. A road on forest hill A would get warrior back one turn earlier and we could possibly settle one turn earlier if we get cap to pop 6. But I'm not sure if this is worth the trouble. Green warrior also returns to capital.
  • From deer settler can walk safely to stone, because barbs can only spawn behind it and there's no way for any barb to catch up with settler.

The plan relies on gems warrior getting to stone alive, which is a big if. If it doesn't, we have to send red and green warrior with settler and build 2 more for capital. But at this point I don't see any value in assuming the gems warrior will die. Let's hope for the best and adjust if barbs mess it up.
 
Oh so now i see i totaly forgot that i can take mine from capitol in fish spot :mischief:.
We can 2 pop whip granary in fish spot so this :hammers: diference wont be taht big ( did you slow bulid grenary there ?.

Edit
Yea i figured out it yesterday.
Spoiler :

:D
timthumbj_shepeqq.jpg



Problem with this is that if this gems warrior find archer there we are in truble,
THats why i was thinking about roading that forested hill allso beocuse 2nd warrior can rech deer and be back in time in cap if passage will be secured.

Edit 2
Here's how fogbusting the canyon works:
Spoiler :
5PAyUhe.jpg

  • 2 warriors (WM1 and unpromoted 2XP) start moving immediately after fish is settled, red and green line.
  • As soon as they reach forest hill A gems warrior (blue) starts walking towards stone.
  • Red and green continue along paths. Green to 1W of gems, where it spawnbusts western canyon and a few tiles south of mountains. Red to deer.
  • When they follow these paths, all tiles between blue warrior and red/green warriors are always spawnbusted, no barbs can spawn between them. Only possible threats are in front of blue warrior.
  • If blue warrior reaches stone, we have red warrior on deer and no barbs can spawn on the entire peninsula.
  • As soon as settler reaches deer, red warrior starts walking back to capital. Will be there one turn after settler is ready to settle, but this doesn't matter, capital isn't pop 6 in time anyway. A road on forest hill A would get warrior back one turn earlier and we could possibly settle one turn earlier if we get cap to pop 6. But I'm not sure if this is worth the trouble. Green warrior also returns to capital.
  • From deer settler can walk safely to stone, because barbs can only spawn behind it and there's no way for any barb to catch up with settler.

The plan relies on gems warrior getting to stone alive, which is a big if. If it doesn't, we have to send red and green warrior with settler and build 2 more for capital. But at this point I don't see any value in assuming the gems warrior will die. Let's hope for the best and adjust if barbs mess it up.
O you writed it, didnt saw explanation.
Iam fine with this maybe even setteling stone site later meens we can rech math 1 turn faster and thats why you was faster in Mids then me ?
Becouse i accualy grow cap to 6 and manage settle this stone imidietly.
 
I 2 pop whipped the granary, but must have messed up whip somehow in last test. Build order was WB (fish) -> WB (explore) -> Granary. If we do granary before exploring WB, city won't be pop 4 in time for 2 pop whip. Or maybe if we work cottage instead of mine... Still needs testing.
 
I 2 pop whipped the granary, but must have messed up whip somehow in last test. Build order was WB (fish) -> WB (explore) -> Granary. If we do granary before exploring WB, city won't be pop 4 in time for 2 pop whip. Or maybe if we work cottage instead of mine... Still needs testing.

I was working cottage and reched pop 4. for 2 pop whip grenary.
WB ( working 1f2h tile)- WB ( working fish -> cottage -> 1f2h ) - 2pop whip grenary
 
Actually, delaying math with one turn doesn't even matter. We have extra worker turns to build 2 roads so that one worker can finish 2 prechopped forests in 2 turns, 925BC and 900BC, if we can't reach math by 950BC. But 950BC really shouldn't be a problem, have done it in many different ways. It's all up to the micro.
 
If you have paused on live save it should be uploaded. Live save is sacred.
 
Sorry couldn't tell while at work. Seems all is going well.

2 buildings, 4 pop and 4 warriors. Looks safe to settle city. Micro on city is best left to you and Elite. You have tested this more than me.

No more wonders built by Ai. No sign or Ai archers or workboats??

I doubt we are isolated as this is a modified pangea. More likely a lot of Ai did not start coastal so have simply not reached us yet.
 
Nothing importand happends i think we should keep playing i woudl love to see mids this week :D
 
yyeah, if you have the warriors in canyon under control I suppose you could also continue until Stone city is settled, then I'd take it from there to mids.

But first we need to decide how we are going to do this. Best to run tests until mids and compare results. If you do test, post saves from both mids build date and the turn you settle stone. In my tests I usually settled stone 1520BC (T62), if you can get good results with one turn earlier settle, then this could be considered as well.

For Maths it is also important to choose the right time to run slider at 0%. I think at this point, with 2nd city settled, we should bank gold for as long as possible, so that we reach sailing+Writing+BW just in time for when they are needed. More AI can pick up any of those techs to increase our research bonus.
 
It would be useful to have plans here. I know Yyeah has it all mapped out in his mind but hard to improve something on paper we can't see.

Can we update test save??
 
Iam settling stone t 62 as well, you cant settle this site ealier.
my warriors are all back in time when setler can settle spot.

Spoiler :

1png_shernaw.png
 
One thing I would say is we need to clear that fog near the deer. May not be important but could be hiding a city spot.

The main risk with this plan is barb archers. In which case we would need additional warriors. That much we can't predict.

On live game we have a road 1S of capital? I can't see it on your picture?
 
I have settler ready to settle T61, not sure how you lose a turn.. Apart from following road to forest hill first turn and using 2 moves down south on snow, it's only single moves. Also have all warriors back in capital T62 without road on forest hill. Do you get settler one turn late, or something?

@Gumby: updated test game already posted on last page..
 
Omg
i went through hills not snow :lol:
But still another test and iam behind i dont know how you microing this.

@ Gumbolt
You bulid this road.;)
 
Excellent fog busting plan Elite. Looks good.

Having a go at new test save but not sure I will beat T61.

0% science this turn seems a no brainer. 80-90% does not speed up writing.

Elite perhaps you can write down some of your micro for Yyeah? What is he doing differently? This is why we add details to plans.

Perhaps your turn delay on settler is micro in Rome. Are you getting settler in Rome 4-5 turns? In fish city I ran forest 2f1h for 1 turn then grabbed the mine. I think a few forest/extra turn with mine make difference between 4-5 turns in Rome.
 
Not enough 1 warrior and i dont think that i can manage to bulid it in cap.
But we can bulid it in fish spot after wb ... testing it i will report in a min
 
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