SGOTM1-Persia Team Jeff

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Turns 1 – 10 are copied from Jeff’s log. I tried my best to replicate the turns exactly as they were written.

Turn 1...2510 BC: Southernmost warrior continues to move south. I moved the citizen as mr999 just suggested. I am moving the northernmost warrior to fortify inside of the capitol.

Turn 2...2470 BC: Warrior continues to move south. The worker completed the mine and is now putting in a road. I met Babylon to the south. They had nothing to offer but 10 gold so I sold them masonry for the 10 gold and did the same with the Zulus. We now have 38 gold.

Turn 3...2430 BC: Barracks are completed. I am now building a settler in 6 turns. Warrior is still moving south. Iron working will be finished in 4 turns.

Turn 4...2390 BC: I moved the worker to the forest just S/W of the city. The warrior continues to move southeasterly. I moved the science slider to 80% and we still get iron working in 3 turns. Aztecs and Zulus have wheel, but won't sell or trade it.

Turn 5...2350 BC: Worker is now building a road in the forest/furs. I think the next city should be near the bottleneck to the south and the worker should build a road to it. Science slider moved to 60% and we still get iron working in 2 turns. The capitol is now population 4.

Turn 6...2310 BC: The warrior is now within view of the Zulu city to the south. Science slider moved to 50% and we get iron working the next turn.

Turn 7...2270 BC: We now have iron working so I went next for the Alphabet and put the science slider on 100% so we get it in 15 turns. The warrior is now moving to the unexplored area south of the Aztecs. We have iron 2 squares south of the capitol. I traded iron working to the Zulus for the wheel.

Turn 8...2230 BC: Settler done and moving to the south. Capitol back to 2 population. Now building a spearman. At 90% science, alphabet in 19 turns.

Turn 9...2190 BC: Worker completed the road and moved one square to the south.

Turn 10...2150 BC: Worker is building a road.

The turn log does not say so, but I’m pretty sure Jeff would have sent a warrior with the settler as an escort. That is what I did.

Pre turn – we are losing 3 GPT, but that will get better when the second city is founded. It is going to be built right on top of the horses. :D Hope the Aztecs do not beat us to them.
Shaka asks us to leave his lands. Shaka asks us to leave his lands. The Zulu have horses. I’m gonna try to slip through Zulu land. I see he has incense, but not hooked up yet.

Turn 11 2110 bc
Move warrior & Settler south.
Persepolis is building a spear. I think I’ll build 2 spears to get the pop up a little, then a settler.

Turn 12 – 2070
Exit south of Zululand to see Ice & game.
Aztecs have iron in their lands

IBT
Persepolis -> spear ->spear
The spear heads south to help hold the choke. Next spear will escort the settler.

Turn 13 2030.
There is a barb camp on the horse choke tile. There are 2 barbs in the camp. If I settle, it will pop both barbs. I’ll wait 3 turns for the spear.
I think we should build on the forest plain 1 tile N of the horses. I’m used to playing always war games where you build right on top of lux & resource tiles to protect them. Since this is regent, we can protect that tile I think and can use the food a grass tile has to offer. Since we have no water, we really need to build on the hills & the plains in this game if at all possible.
Aztecs & Babylon are 2 techs behind us.

IBT
1 barbs moves south.

Turn 14 1990
Since there is now only 1 barb, I went ahead & settled Pasargadae.
I started building a worker. This city will get attacked by the Aztecs at some point.
Popping the hut helped our gold situation a little. :D

Turn 15 1950
Our palace gets some steps.
Barb fortifies on the horses.
Spear arrives next turn.

IBT
Aztecs barb on horses. Barb redlines & moves away to heal.

Turn 16 1910
Spear arrives in the choke (horse) city.
Worker moves to the final tile that needs a road.

Turn 17 1870
Persepolis -> spear -> settler (due in 6)
I sent the warrior to the north to hunt for barbs & gold.
The warrior in the south has pretty much explored all of the Zulu lands.

Turn 18 1830
Warrior heads N to hunt for barbs. Sees nothing. I put the 4th citizen on the furs with a road. We get an extra gold, the settler completes in 4 and we grow in 4. Other wise we would need the warrior for MP duty or need to hire a tax man.
Our lands are poor without any water. We’ll need to get some cities down, start the GA and take out the Aztecs.

Turn 19 1790
As I suspected. There is a barb camp to the north. A barb came out of the fog and the camp is next to the forest. Our warrior is on the forest. Since the spear will be escorting the next settler, after the settler, build spear, warrior then settler. The extra warrior (he will be a veteran) can go get the next batch of gold from the barbs while the regular warrior does MP. By milking this barb camp we can run a deficit and research very fast.
Worker finished road and heads home to mine grass. Since we are Persia, I do not see us building any horse units until we can build knights. We will build immortals.
I move back into Zulu territory. I hope he teleports us to the correct side of his lands. :D
Trade the wheel to Babylon for Mysticism.

IBT
Barb attacks warrior in the North. Warrior wins, loses no points, no promotion.

Turn 20 1750
I decided go ahead & attack the barb camp. We win & get 25 gold.
Barb farming is very lucrative. :D
The regular warrior is now yellow lines & may get counterattacked. I’m surprised he has not promoted yet.
Zulu do not notice we are in their territory. Shaka is happy with us. He has horses.
I notice there is a worker in the Aztecs capital. Check again next turn. If the worker is still in the Aztec capital, they are at war with someone. If so, that’s good news for us. :D The Aztecs are large on the power graph. Maybe they are in their GA and at war. I hope so.
Avoid any wars until we can get all our cities down. Give in to any AI demands for tech.
Our score is 65. We are rich - 56 gold. :D

>>> The save <<<

See pics in the next post.
 
The North

SGOTM1PTWJeff-2150N.JPG


The Middle

SGOTM1PTWJeff-2150M.JPG


The South

SGOTM1PTWJeff-2150S.JPG
 
I should be ready for the next my next round. Sorry for the inconvenience.:)
 
1725 BC Barb didn't attack warrior. I forts him. Worker roads. The aztecs have still a worker in their capital.
Southern Warrior move north. A fortified Jaguar Warrior! The Aztecs are probably in war with the Zulu, if they're in war.
Barbarian attack warrior who lost 1 hp. He is now veteran!

1700 BC We got Alphabet. I continue in Writing. Maybe we should go for Literature? Settler done. Switching to Spearman. N Warrior attack barbarian to the west. A camp is one step to the north. I call the spearman who finishes the warrior in the camp. +25 gold. S Warrior going north. N Warrior to forest. Settler towards desert.

1675 BC Barbarian over N Warrior attack. We lose 1 hp. Worker done with road and goes to iron. Settler founds Susa
in desert. Barracks done in 20 turns. Iron is now in our borders. Both Spearman and Warrior towards Pasar..
Babylon had built Ur in 2 turns ago and I can't get past it. Not before now I realised that I'm stuck on this halfcontinent with the Zulus. I will try go to the other side of the Zulus towns.

1650 BC N Warrior moves north. Worker roads on iron. Spearman and Warrior fortifies in Pasar.. Can't remember the rest of that cities name. :)

1625 BC -

1600 BC Spearman done in capital. Changed to settler. I fortify spearman in capital. N Warrior moves north. S Warrior went west and Zulu throws us out on the other side. Thanks for the ride Shaka! :)

1575 BC Road done on Iron. Worker mines. This will boost the production in Susa. :D

1550 BC -

1525 BC Killed a barbarian with N Warrior. I see a barbarian camp to the west.

1500 BC I fortify N Warrior for HP.

Score is 76

Jeff: As you're next I have to say that I think we should stick to the map handy900 made with spots on potential cities. It's in the beginning of this thread.


Well. This was four questions I came up with after I had played my turns. I want you two to say your opinions so we're agreed.

1. Zulu have Horsback Riding but want Writing + 61 gold for it. I don't think we need HR so I waited for your opinions. What do you think?

2. I think Susa should concentrate on spamming Immortals as we're done with the barracks. They have a good production potential. What do you think?

3. I marked a spot on the map red, because I think that the next town should be built there. What do you think?

4. Pasargadae is producing a wall in 4 rounds. I don't know what we would do with a wall as we're going to be the aggressive part with our Immortals.
handy900: You were last. What do you have to say for your defense? ;) Or do you agree with me? Maybe we should build a barracks instead.
 
Originally posted by Jeff1787
I should be ready for the next my next round. Sorry for the inconvenience.:)

Jeff - No big deal. Get patched up and come back to play with us. :D

Originally posted by mr999
4. Pasargadae is producing a wall in 4 rounds. I don't know what we would do with a wall as we're going to be the aggressive part with our Immortals.
handy900: You were last. What do you have to say for your defense? Or do you agree with me? Maybe we should build a barracks instead.

I agree, I've been playing too much AWE and it has ruined by ability to think in a regular game. :lol: Let's switch to barracks. I need to adjust my thinking. :D

Jeff - do you want to patch & play the next 10 turns?
 
I won't be able to play until tomorrow morning if that's ok.....Jeff
 
Originally posted by Jeff1787
I won't be able to play until tomorrow morning if that's ok.....Jeff

Thats's fine. You play the next 10 and I'll go after you.

That will get us to a rotation of
jeff
handy
mr999

I'll try to take a peek@ the save & post tonight. We need to get some core cities down that have food access for growth so we can get some immortals built.

We may even want to switch Pasargadae to a settler for this purpose. Barracks there won't do much good if it's going to be corrupt. It will take forever to build any units. A settler to build a core city up north long term is more useful I think.
 
Turn 1...1475 BC...Changed production to barracks in Pasargadae and moved northern warrior toward the barbarian.

Turn 2...1450 BC...Killed the barb and gained 25 gold. Settler produced in Persepolis. Left new production to a stay at settler.

Turn 3...1425 BC...Moving settler north but I see a barb camp, could cause a problem. Moved spearman out of Persepolis to help.

Turn 4...1400 BC...Moved settler to the forest at the place where he will settle. Barb didn't attack. Moving worker north to connect our new city with road.

Turn 5...1375 BC...Settled Arbela and killed barb up north. Working building road. Put spearman in Arbela. Science at 80% and writing still in 4 turns.

Turn 6...1350 BC...no developments.

Turn 7...1325 BC...Killed another barb up north. Persepolis produced another settler.

Turn 8...1300 BC...Moving the settler north. Persepolis now producing an Immortal.

Turn 9...1275 BC...Completed writing. We can now get philosphy in 12 turns. I'm trying to get the warrior out from the south without upsetting anyone.

Turn 10..1250 BC...Warrior fortified in Arbela. Spearman and settler moving north. Worker building road north.

I think we should build one more city down south toward the Aztecs. I put production in Arbela to barracks, but we need some more workers also.

Here is the save.....
 
Comments:
We need to research mapmaking next so we can build harbors.
We need workers badly.
I switched Pasargadae to settler that will come in 2 turns. I think another core now helps us more than barracks in that corrupt city in the long term. The new city will go 2 tiles NE of the capital & will be a core city. No one else has iron hooked up yet, that’s good news.
The Aztecs have 5 cities and the other guys have 3.
Arbella barracks is fine. We can get a worker out of there next.
If the Aztecs ask for tribute I plan to pay them off. We are not yet ready for war.

Turn 1 1225
Worker starts road

Turn 2 1200
Shaka teleports us to his border
Aztecs demand alphabet – I cave.
I moved the settler one tile more than the dot map since there is more Ice up there than was revealed at the time the map as drawn. We get more workable food tiles this way (which we desperately need right now).

Turn 3 1175
Pasargadae to settler -> worker
Antioch is founded and I can see barbs. Good we can use the cash.
I set the initial build in Antioch to a worker. War is coming and we need a better economy.
I don’t know what to do with the warrior down south. I wish we could trade him for HBR. :lol:
Worker moves to mine the BG next to Arbela.
Send Arbela’s warrior to our capital for an upgrade. Then he can go barb hunting.

Turn 4 1150
Upgrade both warriors to Immortals. Perhaps this will keep the Aztecs from declaring war. If so, it’s 80 gold well spent.

Turn 5 1125
Persepolis -> Immortal –> spear
The upgrade Immortal moves off to hunt barbs.

Turn 6 1100
Found Tarsus – we now have more cities than anyone else. :D
I set Tarsus to the forest to get a barracks in 14 turns. We need those workers to mine our northern grasslands. Move slider to 70% +1 GPT we only have 6 in the bank.
These are our current builds
Capital –spear -> maybe Kick a worker next to mine all that grass in the north.
Tarsus –> barracks. Switch to a mined grass as soon as one is ready.
Arbela -> barracks – we can build immortals relatively quickly from Arbela & Tarsus once we get those mines done.
Antioch -> worker
Susa –Immortals (this city cannot grow beyond size 3 without water. :(
Pasargadae -> worker (this worker need to mine the grass & hills down south)
We are getting into good shape for war.

Turn 7 1075
Worker finishes mine, begins a road.

Turn 8 1050
Immortal kills barb that came from the area of the Dyes. The camp must be that way.
There is another barb on the far tip of the eastern ice peninsula, but the camp is in the western ice peninsula.

Turn 9 1025
Persepolis –> spear –> worker
Immortal spots barb camp
Worker starts mine.

Turn 10 1000
Susa -> Immortal – Immortal (we get one every 10 turns now. After we mine the grass and one hill we’ll get them much quicker. )
Immortal cashes check for 25 gold

Notes:
After you kill the barb horseman, go get the barb in the Northeaster peninsula tip. Then fall back and let them build another camp. Keep repeating for the gold.
Pasargadae now has 1 Immortals & 1 spear as a garrison. I started an Immortal to the hill S of the horses to spy on the Aztecs.
I think 12 Immortals on Regent and we pay a visit to the Aztecs. :hammer: :D
The next settler from the capital should go 2-tiles due south of the fish on the coast. I hate to waste a fish as we will in this game, but it can’t be helped. If we build too close to our capital to use the fish, it will create corruption in all the other cities because of the RCP problem with PTW. This will be the last core city we settle & can build military in a decent time frame.
After the 2 tiles south of the fish is settled we have a decision to make. Do we build three more settlers from the capital, or pump out Immortals?
Plan A
Get 5 more cities placed, and then start the war and our GA. 1 core city, three northern ice-fishing villages, and 1 city south of Pasargadae. During this time we accumulate Immortals from our core cities.
Under this plan, we place three fishing villages before the war in the northern Peninsula. They can build their harbors during the War/GA, and ensure we have a nice economy. Plan A also calls for a city (is it’s still available) on the hill 2 tiles S of Pasargadae, from where we launch our war.

Plan B Build spear/settler pairs in the capital until the time that we accumulate 12 immortals, then launch the war. We may get to 12 Immortals from our core cities before the capital can build 5 more spear/settler pairs. I didn't take the time to do the math to find out.
We want to make sure we have adequately mined our grass before we start the GA to ensure we get the extra shield the GA offers to us.

My thoughts:
We are startling to take over the power graph.
Keep building Settlers. Build spear / settler / spear /settler out of the capital after the worker comes. Mine the grass in the core cities.
If you can, go chop the barracks in Tarsus, then mine that grassland.
Pasargadae best use is as a worker factory building one every 10 turns.
Our score at 1000 BC is 111.
Research mapmaking next so we can go explore via a galley and build some harbors.

Once we explore a little we’ll be able to determine if we want to build the GL (or leader rush), turn off the research slider and let the AI do our research while we bury them with Immortals.

We look good. :goodjob:

1000 BC power graph grab
 
975 BC S Immortal moving towards hill near Aztec border. N Immortal attack barbarian.

950 BC Philosophy done. Changed to Map Making. Moves worker to grass near Arbela where he mines. N Immortal towards posible barbarians. S Immortal on hill.

925 BC Antioch: Worker -> Barracks Worker moves south-east.

900 BC Builds mine near Antioch.

875 BC Tlatelolco expands and wants us out. OK OK..Sorry! Immortal moves towards Pasargadae. Barracks done in Arbela. Started Immortal. Worker near Arbela mines grassland.

850 BC Immortal killing Barb. No hut, no..no nothing.

825 BC Roads horse. Roads on mine near Antioch. N Immortal towards Antioch.

800 BC Barbarian near Antioch.

775 BC Barbarian attacked Immortal who is now elite! :goodjob:

750 BC Zulu declares war at us with no reason. He kills our warrior too. Too bad for him that he have to get through Ur to be able to attack us.

750 BC Gordium founded. Builds Barracks. We get 25 gold for destroying barbarians. The immortal need some rest now.
Jeff: Take him to the nearest town to recover, and then go look for more barbarians. Also, make sure that you start cutting down the forest near Tarsus in your first round.

We have 5 immortals. One of them is regular and one is elite, so we will probably go for war on handy's turn.

Score is 128.

The save!
 
Nice work mr999. :goodjob:

Zulu always get antsy when they have no where to expand. :lol:
Killing that southern warrior helps our unit cost, so they did us a favor.

Jeff- Before you hit enter
See if you can turn the slider down and still get MM in 1 turn. Don't forget to turn it back up. :)
Perhaps you can make a trade with Babylon & Aztecs to keep them happy so they do not dogpile on us.

Consider moving the regular Immortal moving up towards the barb area, and move the elite down towards the Aztecs. The elite can heal when he reaches our southern tip. By the time the regular gets up there the barbs will have a camp ready for him in the northeast peninsula. We may get lucky with our elite and pop a leader when we fight the Aztecs. I saw another team won their game by conquest in 400 something AD. That's quite a feat. An Immortal Army would go a long way towards helping us do that. Second leader could build the FP.

Oh well - we'll just build ourselves up and get ready for our war. Immortals are so much fun. :D

If you see a Zulu Galley - shadow him with an Immortal as it will likely have an offensive unit it want to drop off in our rear area where we are soft.

Next settler should hook up our dyes.
Settle the northeast peninsula last so the barbs have a place to keep building camps.

Good Luck Jeff :) <--- Up
Handy <- Next
mr999 <- just played
 
Jeff1787-just played
Handy 900-up next
mr999-on deck

What is GA??? I kind of a novice at this so I am listening and learning.....:)

Turn 1...730 BC...Elite Immortal moving south to recover and regular Immortal moving north to Barb hunt. Worker cutting forrest near Tarsus. Moving the slider didn't mean we could get MM in 1 turn. Traded philosophy to Aztecs for horseback riding and all of their 42 gold. Traded philosphy to Babylon for 7 gold since I figured the Aztecs would trade it to them anyway. I hope these trades were ok....let me know. We have 115 gold so I set slider to 90% and MM in 10 turns at -4 per turn.

Turn 2...710 BC...Southern worker finished the mine so I am moving him to connect Gordium with a road. Persepolis produced a spearman, moving him to Susa to fortify since I moved regular Immortal out of that city. Persepolis now producing settler.

Turn 3...690 BC...Antioch produced worker so I am going to mine and road one square north. I left production on worker. Pasargadae produced a worker and will continue that (I guess). Worker moving north to mine grasslands.

Turn 4...670 BC...Moved worker to chop forest near Gordium. MM in 6 with slider at 100%.

Turn 5...650 BC...Worker chopping near Gordium. Reg Immortal looking up north for Barbs. Moved slider to 90% and MM in 5.

Turn 6...630 BC...Aztecs completed the Oracle. Worker chopping near Persepolis.

Turn 7...610 BC...Persepolis produced settler who is heading north with spearman. MM in 3.

Turn 8...590 BC...Tarsus produced Immortal.

Turn 9...570 BC...Zulu gave us 30 gold for peace. I hope this is OK?????

Turn 10..550 BC...We have MM. I put the research to literature but it can be changed before hitting enter. At 100% we would have it in 11 turns. Settler and spearman are in position to settle fishing village next turn.

We now have 8 Immortals and 6 spearman. Please give me imput on some of my decisions....Thanks

Our score is 144.

Here is the save.
 
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