SGOTM 9 - Smurkz

Niklas said:
I can't whip that galley, since that stupid resistor just won't quit resisting. :mad:
I think this stems from the fact that we're losing the culture war to the Ottomans. They've spent a lot of sheilds on temples. (all their towns but one have culture expansion so that's at least two if not three temples)

That coupled with building the G.Lighthouse means we should roll over them easily if we hit them soon.

Hope the end went well.

Hope Methos can sleep before work.
 
I've finally played now, lots of RL stuff came in the way...

>>The Save<<

The RNG god deserted me, but I'm not that easily beaten. Here's the full turnlog:

Preflight (350 BC):

Move the settlers towards their intended locations.
Pull two horses from Iznik to GreenDot.

MM: Looks good, thanks again CF!
Deer can't finish the worker in 1, it must be at +3fpt after growth, switch one citizen to oyster.
HotB ->sword, Karakorum ->sword.
Olive will grow to 6 and need an MP next turn, steal the one from Grad.
Change Canal City to scientist, Iznik to taxman, in case Iznik decides to flip.

Renaming spree :D
Canal City -> Smuez Canal
New Ta-Tu -> Smurkzacabana

IBT:
Sword enters LMin from SW, attacks our stack and kills a sword, ducks back under cover at 2/3.
Sword enters Utica from S.
Numid moves to mountain SW of LMin.
Mongol boat heading south from Tabriz.

Republic -> Literature, no revolt.

Heim settler->settler

Istanbul builds Lighthouse!

Turn 1 (330 BC):
SmurkZentral founded (great name, thanks) at GreenDot.
Smurkzcapulco founded S of the great lake.

Elite* archer kills Carthagian archer, he would have had the road to reach and strike at us.

Move troops according to plan. 4 swords and 2 archers on the hills, 2 more swords spread out to the W, and 6 horses that are within striking range. I expect 2 Numids and one sword as defense judging from the counter attacks. That means ~97% chance of winning. I expect one counter from within Utica though, and taking one sword out of it means ~94% chance. Good enough for me.

MM: Move tiles around, too many to write them all down here. Olive now makes 10spt!

Karakorum had grown, forgot about that noble Viking citizen, but as it turns out the Viking is added first in the list! Karakorum has 1 content Viking, 1 content Mongol and 1 unhappy Mongol before the whip. Only the two content remain afterwards. :evil:

IBT:
Sword from LMin attacks our vSword, loses flawlessly and promotes our sword to elite!
Sword from Utica attacks our eSword, we win at 1/5!
Numid moves closer.

Mongols want to talk. Check what he will give, still no towns. Get lost!
Mongol archer from Kazan jumps out and attacks our eHorse protecting the worker gang!
Luckily our horse wins at 1/5, seems the RNG is with me this turn. :D
Borders of Kazan expand.

Karakorum sword->worker.
Deer worker->worker.

No cascade of the Colossus!

Turn 2 (310 BC):
Consult the combat planner, still have 94%+ chance of winning.
Catapults fail to do any damage.

Battle for Leptis Minor:
vSword vs rNumid, defender at 2/3.
vSword vs rNumid, defender at 2/3.
vSword vs 2/3 Numid, defender to 3/4.
vSword vs 3/4 Numid, wins and promotes to 3/5.
eSword vs 2/3 Numid, wins flawlessly and exposes 2/3 sword.
vHorse vs 2/3 sword, wins at 2/4 and captures, one resistor of one.

Still have 5 horse and one sword ready to strike Kazan.

Battle for Kazan:
vSword vs rSpear, wins flawlessly.
vHorse vs rSpear, wins and promotes to 3/5, one more spear!
vHorse vs rSpear, retreats without doing damage.
vHorse vs rSpear, retreats without doing damage.
vHorse vs rSpear, dies and defender at 1/3.
vHorse vs 1/3 spear, wins and promotes to 4/5, captures with one worker.

Move 3 swords and 3 horses onto the Tabriz iron.

Stupidly miss that Karakorum is next to a river, and two settler are moved to places they were not at all meant to go. :wallbash:

Upgrade the warrior to sword in River.

Smurkz-am-zee founded W-SW of Smurkzacabana (New Ta-Tu). Four spots on the ring down, four to go.

IBT:
Carthaginian sword dashes from Utica to attack our eSword, once again we win, this time at 4/5.
The Numid heads towards Smurkz-am-zee, was I too quick in settling?

Delphia horse->sword
HotB sword->sword
Resistance ends in Kazan
Food worker->worker
Olive galley->sword

Turn 3 (290 BC):

Battle for Tabriz:
vHorse vs rSpear, wins at 1/4.
vHorse vs rSpear, defender promotes to 2/4.
eSword vs 2/4 spear, wins flawlessly and razes, one worker.
Rest move back out to road, settler moves in.

Sliders to 90%, Lit in 2.

IBT:
Ottomans want peace. Nah.
Carthaginian archer and Numid towards Amzee.
Mongol galley turn back north.

Grad sword->horse.
Resistance ends in LMin.
Kal worker->worker

Turn 4 (270 BC):
Workers connect CftS with its Ivory. We can now sustain size 6 towns without MPs!

Indianaposmurkz founded at RCP 4 from Delhi near Albu.

Peace with Mongols for Construction and WM. Could have done that last turn but forgot it. They know nothing of the map that we didn't already know.

Sliders to 3.7.0 with one scientist for Lit in 1.

IBT:
Ottos send an archer and a horse towards Iznik. I had an undefended settler there, luckily the horse didn't have another move!

Carthaginians enclose Amzee, 1 archer and 2 Numids now.

We learn literature, go for Poly.

Heim settler->settler
Deer worker->worker
Nan horse->settler
River sword->horse

Turn 5 (250 BC):
vSword vs Otto rHorse, horse retreats, sword at 2/4.
eHorse vs Otto rArcher, wins at 2/5.
vHorse vs Otto 1/3 horse, promotes to 5/5.

vHorse vs Carthage rArcher, promotes to 3/5.

Tromsmurkz founded on the ruins of Tabriz.
Cape Smurkz founded at the cape near the dyes.

[Save game for the night, got further than I expected!]

Ok, time to go warring again. The eHorse near Kazan would need one more turn to heal, but I don't want to wait, I'll bring it in right away.The sword guarding the path to the Sages moves back one step, don't want to draw counters just now, and he can still reach his destination next turn.
Move a spear from Amzee to cover the wounded eHorse from Numids.

Units built now in the core won't reach the front until it's all over. I start moving them towards Rusicade instead.

MM:
Switch HotB and River to Settlers. Olive can finish a sword and still make a settler within 4. Change all temples to libraries in the nothern core.

Sliders to 0.10.0 again, will easily get Poly in 4.

IBT:
Otto archer attacks 2/5 horse, horse retreats without doing damage.
vNumid vs rSpear in Amzee, we win at 2/3.
vNumid vs eArcher* in Amzee (why did he come up?), Numid at 1/3. Rest in peace, Friend of the Tall Ones.
Another Numid comes in from LMagna.

Food worker->worker
Olive sword->settler

Turn 6 (230 BC):

eHorse vs 1/3 Numid, wins at 4/5. Move spear to cover.
eHorse vs Otto rArcher, wins at 1/5, runs into cover in Iznik.

Vladivosmurkz founded on the northern pink dot, next to the sheep.

Move in 4 swords, 4 cats and 1 horse to the iron by Utica.
Move in swords, horses and spears on forest near LMagna, will stay there one turn and then march, strike two turns from now.

IBT:
Carthaginian rSword comes from fog to attack rSpear covering eHorse, spear wins at 2/3.
Numid heads back towards Carthage.

Delphia sword->horse
Beard settler->lib
Resistance in Iznik finally ends!
Smuez Canal galley->galley

LMagna has dropped to size 1.

Turn 7 (210 BC):

Battle for Utica:
4 cats at Utica do 1 hp dmg.
eSword vs rNumid, defender at 2/3.
eSword vs 2/3 Numid, defender promotes to 3/4.
eSword vs 3/4 Numid, wins at 4/5.
4/5 horse vs 2/3 Numid, defender promotes to 2/4.
vHorse vs 2/4 Numid, wins flawlessly, Utica destroyed, but with major losses :(

Move more troops towards LMagna, move units from choke as well.

Finally whip galley in Iznik.

IBT:
Spot C. Numid/settler running around near old Utica.

Grad horse->horse
Deer worker->worker
Inzik galley->whatever
Albu cat->lib
Atroid galley->galley

Turn 8 (190 BC):
Move in troops towards LMagna.
Misclick and one vHorse attacks prematurely, retreats after doing 1 hp dmg. :wallbash:
The interesting thing is that the Numid is alone, none behind him to cover!

Just realized that Carthage has Republic, for how long? They are in Anarchy in any case. :D

Sci to 90%, Poly in 1.

Abandon Iznik, resettle one tile SW as Ismurkz.
Sell granary in Heim.

IBT:
Otto spear comes from the north, Otto galley sails out in the sea, but that's dangerous! :eek:
Numid/settler mill around.

We learn Poly, set research to Currency.

Heim settler->whatever.
Nan settler->horse
River settler->horse
Olive settler->horse
Kal worker->worker

Carthage becomes Republic.

Turn 9 (170 BC):
Join 4 workers to Zentral, now size 7. That should do the trick.
Abandon Heim, palace ends up in Zentral as calculated. Resettle New Smurkzheim.

Battle for LMagna:
vSword vs rNumid, wins at 1/4 and auto-razes, one slave captured.
The rest head towards Carthage.

Arizmurkz settled S L.Minor.

eHorse vs Otto rSpear, wins flawlessly.

4 cats take 1 hp from Numid guarding settler.
eSword vs 2/3 Numid, numid at 1/3. :(
vSword vs 1/3 Numid, wins at 3/4.

Revolution! 5 turns anarchy, that should give us enough time to finish off Carthage.

IBT:
Nothing. No counters, nothing built (obviously), no nothing! Alright, the Otto galley moved, but otherwise nothing...

Turn 10 (150 BC):

Battle for Rusicade:
vHorse vs rNumid, dies, defender at 2/3, exposes an unfortified numid.
vHorse vs rNumid, dies, defender at 1/3.
vSword vs 2/3 Numid, wins at 1/4.
vSword vs 1/3 Numid, wins at 2/4, auto-razes and sinks a galley.

Leave almost all other units unmoved.

Our forces are moving in on Carthage and Edrine. :cool:
Will post more hand-off thoughts later.
 
Nice! Well played, as expected.

I would like to call for two minutes of silence in memory of the Friend of the Tall Ones, the Creator of Pyramids. When called upon to defend his country against the Evil Numidians, he didn't hide behind some spearman, but bravely stepped forward and mortally wounded his foe in battle. His sacrifice will not be in vain :salute:.

----------------

On to the game: it looks like we have enough units to take on Carthage (the city): 5 horse, 4 sword, 1 archer, 4 cats, that can attack in 3 turns. If we want more troops, then there's a sword in Karakorum and we can ship 2 units from the west coast, for an attack in 7(?) turns. We can make peace after we take Carthage (and perhaps Sabratha, but that's not essential). Btw, Carthage is a republic but has no money, so Hanni cannot rush.

The stack up north has 4 horse, 4 sword. It is large enough to take Edrine, perhaps even to push on to Istanbul, depending on the losses. We can let them keep one of the northern cities, perhaps Bursa is the best cage. Btw, I am surprised Uskudar is so close to Istanbul. It will take 10 turns or so to complete this.

Our India defense force is somewhat depleted. Is this safe? As a general reminder: please do not move any units in Indian territory - it gives WW.

Our cities should probably switch to infrastructure now, as there will be no more fighting until we find another continent. Libs and markets in both cores, a harbor here and there. CotS and Missismurkzi need to be groomed as wonder cities I think, and probably start prebuilds asap after markets and libs are done. In particular Missi needs to start fairly soon to snag the Chapel in time.

Karakorum, L.Minor and Kazan will have to disappear soon to get a real ring - perhaps settler-disband?

During anarchy, cities need to concentrate on food. We don't need a scientist, we'll get currency in a peace deal. After anarchy is over, I would not research until we have currency from Carthage, and we know the free tech of the Ottomans. Then try to aim for Astronomy and Banking I think (Chapel, Uni's, Banks, Cop). Invention is useful, but a bit later maybe.
 
Niklas said:
Oh, btw, you might want to take a look at the PTW/Vanilla Territory Graph! :D

Hey, who's that purple team on top? :D

Also interesting is the culture graph btw. It seems the other teams raced for libraries, in particular Xteam is already doing 25 cpt around this time (that's 7-8 libs). They seem to have conquered the home continent between 250AD and 450AD - pretty quick, maybe using berserks already?
 
Nice job everyone! This is the first time I&#8217;ve looked at the game since I got back and everything looks great! Excellent! :thumbsup:

Can&#8217;t remember if I read this or not (took around 2.5 hours this morning to catch up on all my threads) but we can cross the sea southwest of the Carthage city of Theveste. I can see sea tiles just in the fog. I'm guessing it would be best to wait until after we have our continent fully under our control.

I suggest we move the galley to the west side of the Mongolian island. The Mongols will be moving around more to the south and we won&#8217;t be able to see what&#8217;s going on from up north. With the galley either sitting on the west or east coast we&#8217;d be able to see their movements more. I realize I wasn&#8217;t here but I must say I don&#8217;t really like leaving them on the island. I agree that eventually we need to relocate them in a more suitable spot.

The cat that&#8217;s south of the Carthage city of Sabratha is kind of useless, isn&#8217;t he? Without a road he won&#8217;t be able to move further than one more tile north.

Do we have a settler farm anymore? Couldn&#8217;t see one anyway and I&#8217;m not for sure if we need one anymore.

The territory graph looks great! It does appear Xteam took the library route.

ControlFreak said:
Hope Methos can sleep before work.

I&#8217;m good. We got home about 2:45 last night and I set the alarm so I wouldn&#8217;t sleep more than four hours last night. This gave me enough rest to still be productive and caused me to get tired around early afternoon. Took a small nap of around five hours this afternoon. Working graveyard shift I&#8217;ve learned how to get myself to readjust to working at night. I was more fearful this time as it&#8217;s been over a week since I&#8217;ve been awake all night.
 
Niklas said:
IBT:
Otto spear comes from the north, Otto galley sails out in the sea, but that's dangerous!:eek:
I'm assuming you were being sarcastic and actually remember that they have the G.Lighthouse.

I second zyxy's sentiment...well played, as expected.

zyxy said:
I would like to call for two minutes of silence in memory of the Friend of the Tall Ones, the Creator of Pyramids. When called upon to defend his country against the Evil Numidians, he didn't hide behind some spearman, but bravely stepped forward and mortally wounded his foe in battle. His sacrifice will not be in vain :salute:.
Aye, his loss is sorely felt throughout the land.:viking:

I'm going to guess that the defender selection is based on [defense]*[hp]. A 2/3 spear would equal 2*2=4 making the elite archer the preferred defender (5*1=5).
zyxy said:
On to the game: it looks like we have enough units to take on Carthage (the city): 5 horse, 4 sword, 1 archer, 4 cats, that can attack in 3 turns. If we want more troops, then there's a sword in Karakorum and we can ship 2 units from the west coast, for an attack in 7(?) turns. We can make peace after we take Carthage (and perhaps Sabratha, but that's not essential). Btw, Carthage is a republic but has no money, so Hanni cannot rush.

The stack up north has 4 horse, 4 sword. It is large enough to take Edrine, perhaps even to push on to Istanbul, depending on the losses. We can let them keep one of the northern cities, perhaps Bursa is the best cage. Btw, I am surprised Uskudar is so close to Istanbul. It will take 10 turns or so to complete this.
If all ten units make it to Carthage healthy, I would think we could take it. I agree to settling for peace after Carthage, with or without Sabratha.

zyxy said:
Our India defense force is somewhat depleted. Is this safe? As a general reminder: please do not move any units in Indian territory - it gives WW.

Our cities should probably switch to infrastructure now, as there will be no more fighting until we find another continent.
It would seem like another round of horses would be helpful to bolster the Indian front. We will get war weariness from defenders being attacked, but not attackers being attacked, so no spears for defense in the south. With horses, we should be able to rapid respond to the landing parties and eliminate them before they can attack us. Using galleys, India at worst case will drop off two swords at a time. So we need 4-5 horses to be on the safe side. (Haven't opened the save yet so I don't know whats down there.)

zyxy said:
Libs and markets in both cores, a harbor here and there. CotS and Missismurkzi need to be groomed as wonder cities I think, and probably start prebuilds asap after markets and libs are done. In particular Missi needs to start fairly soon to snag the Chapel in time.

During anarchy, cities need to concentrate on food. We don't need a scientist, we'll get currency in a peace deal. After anarchy is over, I would not research until we have currency from Carthage, and we know the free tech of the Ottomans. Then try to aim for Astronomy and Banking I think (Chapel, Uni's, Banks, Cop). Invention is useful, but a bit later maybe.

That would be my plan too.

zyxy said:
Karakorum, L.Minor and Kazan will have to disappear soon to get a real ring - perhaps settler-disband?
If we build our libraries quickly, are any of these towns decent prisons? We could gift them away and push the borders back to only 9 tiles. Then we could better control the civ with him close to home. (I'll take a look at the save later today.)
 
It has been almost 18 hours and no one has posted? :eek:

Roster:
  • WarDance - UP!
  • CommandoBob - On Deck!
  • Methos
  • zyxy
  • ControlFreak - Just Played
  • Niklas - Just Played
 
Indeed, we don't seem to be discussing much, perhaps there isn't much to discuss. When will you play WD?

@CF: I don't think any of the three towns is a good prison, they are all stealing good tiles.

Methos said:
Can&#8217;t remember if I read this or not (took around 2.5 hours this morning to catch up on all my threads) but we can cross the sea southwest of the Carthage city of Theveste. I can see sea tiles just in the fog. I'm guessing it would be best to wait until after we have our continent fully under our control.

I don't see it :(. But then I usuallly don't see these things. Can you post a screenie please?

I suggest we move the galley to the west side of the Mongolian island. The Mongols will be moving around more to the south and we won&#8217;t be able to see what&#8217;s going on from up north. With the galley either sitting on the west or east coast we&#8217;d be able to see their movements more. I realize I wasn&#8217;t here but I must say I don&#8217;t really like leaving them on the island. I agree that eventually we need to relocate them in a more suitable spot.

The galley move sounds like an excellent plan. Let the Mongols know they are being watched :D :evil:. I agree that sometime in the future the Mongols need to be moved to a better home, but for now this island will do just fine. Let them clear jungle for a while.
 
Huh? I posted a long answer last night, but it hasn't shown up? :confused: Gah, then I'll have to write it all over again. :cry:
 
I kept checking the forum but nobody posts during my daytime. I didn't want to be accused of double posting to increase my post count.:mischief:

I looked at the save briefly and agree with zyxy's sentiment, the captured towns are better off razed, producing settlers/workers from their existing population.

I am wondering if the hills in the mountain atoll would make good prisons. If we get ROP's with the civs and station units on the mountains on either side of the towns, no one can touch them until Marines. They wouldnt be able to improve the mountains and would therefore be cash-full from the coast but sheild-poor. Only one of these sites is a good RCP distance for India (RCP 4) so they could survive with their FP in our original core area. (Does this fall into the exploit if India's palace is far removed from the rest of their cities?:eek: )

We could move the Mongols to one of the atoll spots with the least whales, furthest from Dehli and station a coulple of guards. Carthage keeps New Theveste after we found it for them. The Ottomans get exiled to Bursa (which is going to need a lot of cultural pressure if we're going to keep the other towns up there from flipping).

WarDance, don't forget to post your short and long term goals.:whip:

EDIT:
Niklas said:
Huh? I posted a long answer last night, but it hasn't shown up? :confused: Gah, then I'll have to write it all over again. :cry:
Thunderfall has posted an announcement about the server problems.
 
Niklas said:
Huh? I posted a long answer last night, but it hasn't shown up? :confused: Gah, then I'll have to write it all over again. :cry:

I got a lot of "database errors" last night. This seems to happen a lot lately....
 
Will be checking the save, writing down notes from the thread, and posting my plan this morning sometime for the team to look over. If all is well then I'll play it tomorrow morning.
 
CommandoBob said:
It has been almost 18 hours and no one has posted?

Niklas said:
Huh? I posted a long answer last night, but it hasn't shown up?

Last night around 3:30 pm (GMT -5) the forums went down. They didn&#8217;t come back up until around 7:30 pm (GMT -5). You could sometimes see the forums but couldn&#8217;t post. Here's the announcement.

zyxy said:
I don't see it. But then I usuallly don't see these things. Can you post a screenie please?

I&#8217;ve circled it in yellow below:

Possible_Crossing.JPG
 
Methos said:
Can’t remember if I read this or not (took around 2.5 hours this morning to catch up on all my threads) but we can cross the sea southwest of the Carthage city of Theveste. I can see sea tiles just in the fog. I'm guessing it would be best to wait until after we have our continent fully under our control.

.

It doesn't quite look like that with the graphics set I use, but I'll check it out on the next turn. We have differential naval movement in this game so if it IS sea it would be an easy crossing.
 
I've looked over the save and the thread and have some questions.

We have 5 settlers... what should be their destinations?

We are keeping Carthage after we take it, yes? Too bad the Oracle has one of the briefest effectivenessicities (my new made up word) of all the wonders.

Should we upgrade or disband our 2 regular warriors?

Victoria is building a harbor. Can I switch to library to get those lambs in the radius sooner?

Indianaposmurkz is building a harbor. Might something else be more useful there at this time?

There was some talk of having the galley hang around the Mongol lands to watch troop movements. I would much rather explore with the galley. In my opinion that is a better use for it.

Edit: City for the sages has a lot of forest nearby. Want to use any chops for rushing? Maybe for the marketplace after the library is complete? We may even want a temple to allow for slightly higher pop.
 
WarDance said:
I've looked over the save and the thread and have some questions.

We have 5 settlers... what should be their destinations?
Reposting the last dotmap I could find (ignore the battle info):
Smurkz_GOTM9_MongolBattlemap_and_Do.jpg


Looks like we have one more pink dot near Sages. Ignore the pink dot with the question mark near Karakorum. Then there are 5 blue dots to settle, and I assume we'll want some settlements in the south west where russicade used to be.

We are keeping Carthage after we take it, yes? Too bad the Oracle has one of the briefest effectivenessicities (my new made up word) of all the wonders./QUOTE]
Yes.

Should we upgrade or disband our 2 regular warriors?
Probably disband. You can wait for republic to come in before you do, that should give you time to see how the battle for Carthage goes. The scouts should perhaps disband as well, or board galleys to explore overseas.

[QUOTE[Victoria is building a harbor. Can I switch to library to get those lambs in the radius sooner?
Sounds good.

Indianaposmurkz is building a harbor. Might something else be more useful there at this time?
Maybe culture? At the least it should get a 2 food tile, perhaps a plains from 'grad. Harbor is not so useful yet, I agree.

There was some talk of having the galley hang around the Mongol lands to watch troop movements. I would much rather explore with the galley. In my opinion that is a better use for it.
Also good. But where? There is sea everywhere around us, and only the Ottomans dare to sail there....

Edit: City for the sages has a lot of forest nearby. Want to use any chops for rushing? Maybe for the marketplace after the library is complete? We may even want a temple to allow for slightly higher pop.

Both good I think.
 
WarDance said:
We have 5 settlers... what should be their destinations?
Like zyxy said, there's a few pink and blue dots left. We could still used more settlers. The Ruscicade area is generally useless and, until India takes that area over, could have ICS style planting at > RCP10.

Could someone look at moving the blue dot between Carthage and L.Magna to the West 1 tile. It's still RCP10 but is on the shore, could grab the oysters with a harbor. Admittedly it loses an iron hill and another hill and squishes Carthage but I'd like someone to compare them.

WarDance said:
Should we upgrade or disband our 2 regular warriors?
DO NOT DISBAND. I hate disbanding and in this case, cash is not an issue. The extremely cheap units should be moved to act as flip suppression in the towns neighboring our prison camps. They can also be used to block access to things, deny improvements to camps etc. We can't build anyting as cheap as a warrior without disconnecting the iron. Scout's don't work for flip suppression. I say keep what we have.


WarDance said:
Victoria is building a harbor. Can I switch to library to get those lambs in the radius sooner?

Indianaposmurkz is building a harbor. Might something else be more useful there at this time?
I set Victoria to a harbor back when it could only make 1spt, thinking that it would complete faster than a library and help a little, the growth of the city. A library only gets one of the two lambs and it gains a lot of coastal tiles. The city needs both but the library probably makes more sense at this point, followed immediately by a harbor.

Indianaposmurkz is a tough call. The harbor is pointless but we need to decide if this city is going to be ours for a while or if India is going to inherit it soon. If India gets it soon, I think it's best to build a barrack and then archers for upgrade. If not, then we need a library or temple to help with flip suppression.

WarDance said:
There was some talk of having the galley hang around the Mongol lands to watch troop movements. I would much rather explore with the galley. In my opinion that is a better use for it.
You should plan on owning the Great Lighthouse by the end of your turns.:devil::hammer:

WarDance said:
Edit: City for the sages has a lot of forest nearby. Want to use any chops for rushing? Maybe for the marketplace after the library is complete? We may even want a temple to allow for slightly higher pop.
I'm thinking that worker turns are better spent irrigating the existing plains tiles and improving our core rather than chopping forest. With the lambs as a bonus, we can work a couple forests and still grow at a reasonable rate with the extra sheilds helping the builds. We have to prebuild before Astronomy which might come as soon as three techs from now. :eek: That would mean getting currency from Carthage and Monotheism from the Ottomans after our Anarchy but still... I'd hate to have a forest chop prevent us from switching to Cops. I would save the forests for rushing the University after Cops before our prebuild starts for Newtons. If we need to spend some cash to get the lib/market, so be it.
 
Methos said:
I&#8217;ve circled it in yellow below:

Possible_Crossing.JPG
WarDance said:
It doesn't quite look like that with the graphics set I use, but I'll check it out on the next turn. We have differential naval movement in this game so if it IS sea it would be an easy crossing.
The SEA is easily reachable but unless you can SEE coast attached, this is a suicide mission. Refer to previous comments about no suicides until we control the lighthouse.

Oops, another double.

Extremely long EDIT (to prevent a triple post):
Looking at the save from a MM standpoint, there are a lot of tiles that need to swap for proper food distribution. Start taking the lambs from Adelphia and giving them to Heim, then moving Grad to use the cow and grass instead of the two plains tiles. then work your way around clockwise moving citizens from hills/forest to grassland/irrigated plains. You want to end up with everyone working at least 2fpt tiles. Since Albusmurkz is not on the river, you can keep some of it's citizens on the 1fpt to allow Food and River to hog the Floodplains. But it would still be helpful to have 9/10 food in bin when anarchy is over in case we build workers soon.

Once Grad grows, it should get both the cow and lambs. (But that will happen after Anarchy is done.)

Simiarly there are tiles that need to move around in the northern core. Karakorum could use some of the grass land to make room for Missismurkzi. Am-Zee should steal a FP from Cabana. When given a choice, make sure that Sages gets preference. That goes for both tile selection as well as worker actions. It's going to need irrigation before it grows. Also, Leptis Magna, Kazan, and Karakoram should be prioritized last since we're going to rush settlers and workers and disband them.

(In case this isn't common knowledge, if a city has enough sheilds for a settler at size 2 but is making EXACTLY 0fpt, the govenor will ask you if you want to disband. Any other food per turn, it will wait until it reaches size three to make the settler. So to get rid of these cities, we can cash rush and adjust the citizens to 0fpt. Same goes for workers at size 1.)
 
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