SGOTM 9 - Bede

Just in my own defense, I agree that Stavenger should have been on the coast, but it is in the position marked as "New City 3" in the dotmap in post #61.

The Berzerkers will be necessary tor something very important. But we'll have to see the rest of the map before we know what that is.
 
@crazy - no defense needed, even Homer nodded once in a while, and I boobed the dot map. And Crakie Lake is not in such a good place either but it will serve a purpose sometime, I'm sure.
 
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I am less than amused. Now where do I find another settler? It's not the end of the world, but it is a major setback...


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but at least the barb is gone and the 10g he got was less than the 25 I got.

I am beginning to not like this much. Need more coffee

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I love my barbs, I love my barbs!

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Next hundred years are without incident until

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Take time for consultation

-More-
 
After a meeting of the council the ship of state sails on

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For those intererested here is Mason Canal in its settler farm mode

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Twenty years of peace and plenty and finally

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Lost another galley, must be piracy on the high seas!

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But one intrepid captain sails on

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Still more to come! And it is what we have been sailing for
 
On the domestic front the elephant graveyard is connected

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And then

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Spread some good cheer locally and acquired the last Ancient knoweldge

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And here is the foundation of the Viking war machine

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There is one more contact to make (with Spain, I think it is)

The area south of the land bridgres is pretty much full. One more settler to the east, then a colony or two on the island to the east. There is a settler with marching orders on the way to the last spot on the west land bridge.

We are going to need at least six boats for the campaign to the north. The two on the west coast can sail through the Iron City into the North Inland Sea . And with four more on the east coast we should be good to go for the push into Mongol lands.

Keep at least one town producing settlers, one town (Bazhsville will have a granary soon) producing workers (lots of jungle on the east) towns with barracks build archers and the occasional swordsman (they need to grow to 6spt to bne efficient at that), coastal towns need harbors and can build naval vessels, and a couple/three libraries wouldn't hurt, though maybe those can wait.

The Ottoman should be gifted into the Middle Ages on the opening gthe save, and maybe we can pick up Fuedalism (needed for Invention) for a government tech.

The research budget is maxed out, watch it closely as there is no cash in the world except for Brennus, so no place to sell knowledge.

After Invention we can follow the path to Printing Press and then Navigation.

Roster check:
Marc Aurel - up
Bahzel - on deck
classical_hero - on holiday until Saturday
Crakie - got the deals done
madviking - made us kings
crazybeard - kept the faith
Bede - made us new friends

And the save:

http://gotm.civfanatics.net/saves/sgotm9/Bede_SG009_BC0150_01.SAV
 
Some thoughts:

Nice results. Congrats on making contact and officially getting us into the MA. As I said way back when, make nice to the Celts. Spain may be on it's own island somewhere in the fog to the east. In which case, it will be sprawling and stupid.
We seem to be the only sea power. Let's exploit that.
Carthage begins to worry me. If we take on the Mongols, we have to watch what Carthage is doing .
We have Construction and therefore Aqueducts. Is it time to break the 6 barrier?
Expand and explorem expand and explore.
 
I am very impressed by your counselors Bede. Backed by this support its no wonder you are that good. Ok - got the file and will play tomorrow afternoon. As I understood, now I am the first to play only 10 turns. Please post any suggestions and ideas you all may have now on the best direction of our progress, after Bede gave us that detailed and exciting story in his turnlog. Will be hard to keep that level. OK my counselors are more boring, sorry I will not reach that standard. Waiting to hear from you on game progress for 16 hours.
 
Alright... so far so good :)

If my turn comes up.... I will be able to play sunday night (out of town this weekend), I don't think a skip is necessary.
 
Some places to put settlers

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There are two galleys on the west coast. I would be inclined to send both to the north, sail one across the ocean from the silks north of Hippo and keep the other in reserve.

Most of my builds are placeholders so change at will to whatever you think best. WE can probably pull off the library at Bedeville if we wish, but may need a market there first to prevent happy problems and boost cash once we turn science down.
 
:goodjob: Great turn set there Bede. :goodjob:

Looking at the save and checking CA2 shows that the Celts are up 211g and Republic. We can get his 211g for Literature.(thus funding our research for a little while longer) He won't trade Republic to us for anything.

Our Opponents on our Continent have the following # of cities.
1. Carthage - 7 Cities
2. Mongols - 6 Cities
3. Ottomans - 5 Cities

My suggestion for our first wars on our continent should be in this order:

1. Carthage - Sabratha, Hippo, Theveste and Rusicade. Thus leaving Carthage with 3 cities.

2. Ottomans - Izmit and Uskadar. Thus leaving Ottomans with 3 cities.

3. Mongols - Kazan, Karakorum and Tabriz. Thus leaving the Mongols with 3 cities.

The idea is to cripple the AI's on our continent without killing them off and to get us more territory. I feel that Carthage being the largest AI opponent on our continent is going to get a wild hair up its arse and declare war on India soon. This is very bad for us as they now have free passage to India's only City.

Should we get a galley with a defender and settler pair to the island to our west for future invasions/raiding of the 2nd continent?(if we intend to launch one)

On the matter of the Glib, I will follow the more experienced players as to what we do. For us the Glib really doesn't catch us up in techs as we are only behind a tech or two. Now for the Indian's, they seem to be behind by 4 or 5 techs but like it has been said. How long will it be of use to them if they research toward education.
 
On the Eastern Island city placement, wouldn't it be better to move the northern city 1 NE and the Southern city 1 S?
 
lurker's comment: Wow, Bede, a fantastic write-up! Screenshots are greatly appreciated by us lurkers. :goodjob:
And a very good work on exploration, too! :)
 
Bahzell said:
On the Eastern Island city placement, wouldn't it be better to move the northern city 1 NE and the Southern city 1 S?

At first blush, I agree. But if memory serves, the southern city (New City 5) is sitting on top of an Iron source.

You make a good point for crippling Carthage before Mongols. I don't know how the AI evaluates such things, but India has got to rank as the weakest of the five on our continent, and that means that the first AI that can attack it, probably will attack it. Carthage has the only access to the inland sea that we don't control.
Ottomons are poor and technologically backward. Rather than gifting them up to speed, I would be inclined to take them out. If we put the Forbidden Palace up there, we can encircle the other two with reasonably efficient cities. On the other hand, we might want to reserve the FP for the other continent if we colonize there.
 
@Crazybeard: gifting the Ottomans all required AA techs will enable us to get our hands on their free MA tech (they are scientific). ALWAYS leave a scientific civ alive!

Also, the FP will not create a second core in C3C... it will just get the OCN down (reducing corruption in general) a bit and of course reduce corruption drastically in the city in which it is built.
 
Very important to leave the Ottomans alive, thanks, Crakie.

I have been agaonizing over the FP location for a while. Not sure where or when we should build it. Crakie is right about the second core thing, should we relocate the empire we will want to move the Palace. Anyway that makes the whole FP thing rathtr important as you can only build it once, so if we put it in what is now a core city, then give the town to the Indians we lose it for all time, unlike the Palace which you can build as many times as you might like. So in my mind right now the FP is still one of those "balls in the air" that hasn't come to hand quite yet.

Carthage won't be able to get to Fantasy Island until they can train Marines but if they declare on India they can certainly play hob with India's commerce and trade opportunities.

The western island won't be reachable reliably until Astronomy at least, and caravels, there are way too many ocean tiles even for 7 move (in ocean) galleys . There still remains the possibilty of a good sized island in the east, however, or a reliable ocean crossing.

There appears to be a lot of ocean on this map so much as I hate to do it the only way was to suicide across (though the reduced sinking probability of SEA helped). Always jump off from a peninsula is the trick to suicide galleys, but also make sure you have a good feel for what is in reach before you do by making a couple of probes out and back before you go. There may be another usable for exploration crossing to the north of Hippo. The differential naval movement means you should boldly go straight east from a starting coastal square immediately into the sea.

On the issue of selling Literature - we get cash but the I would hold off until we get a better feel for what kind of terrutory is held by the Celts. and or the Spanish.
 
One point about civilisation cores in this game. I agree with Bede on that, but want to add that we will have a free palace jump in any case, if we let the Indians take Bedeville. If we pump up population with workers in our favoured new capitol and pay attention for no other remaining city reaching size 12, then we have not to spend a Great Leader for that palace to jump. So the FP is not as useful as the palace, as Crakie said and I agree, but I think we do not need to care for the palace - India should do.
 
I'm still not entirely sanguine about the idea of giving up our core to India, but if that's the plan, I'll go along with it.

@Crakie: Not knowing this sort of thing is why I do so poorly at the game, I suppose. And also why I decided to try a co-operative venture such as SGOTM.

@Bede: see comment to Crakie. I don't know if the plan is to remain a Monarchy for the duration, but if we switch to Communism, we could also obtain the benefit of the Secret Police HQ.
 
OK. I'm just playing.

130 BC: Carthago is challenging us. They want to penetrate our borders, but we play "solid block"! On a possible Carthaginan war : I prefer to postpone that. They have a defensive AA UU, so we will for sure strengthen them by initiating their GA. Mongolös have a medieval UU, so if we are finished until chivalry they are a weak victim.
 

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110 BC: You all knew it would happen, after barracks I started the Great Lib in Bedeville, 40 to go, so we are not sure we will really get it, but at least it is a prebuild for Leo's, what would be very useful for us when we reach invention and have to many archers hanging around

90 BC: Off they are!
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Literature is of nearly no value for the Celts, so say "good bye" to the trade.

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70BC : OK we have a competitor! At the moment I am against embassies, since we would lose our precious money, now helping us to keep our high science rate, but later a look into Entremont can be useful!

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50 BC : Our first AC is mobilised, so a good point to start gathering the army is reached.
Oversea we sank a pirate galley and have reached the Celtic shore here:
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OK. Half the turn is passed. Comments?
 
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