SGOTM1-Persia Team Shevek

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With hindsight, it is easy to look at the past:

I would have chosen to get cb instead of warrior code, since we want to get monarchy and with iron and immortals, we have no need for archers.

Looking into the future: It is a small world. Our immortals should be able to conquer it hopefully in the Ancient Age. Provided they can reach their opponents. Thus we need galleys and the Great Lighthouse. Thus after finishing ceremonial burial, we need mysticism, polytheism, writing, and map making.

I would gamble on getting mysticism from the Babylonians (red civ in the south) once we know cb. Thus we will not actively seek contact earlier.

The good point is that we have fresh water at Tenochtitlan. We "only" have to irrigate north. Thus I would not have roaded the hill, but around it. But since we are nearly done, we will finish it.

We need a city on the NE dyes in order to get a 6th grassland for Pasargadae.

Since Arbela is closer to Persepolis and thus less prone to corruption, I switch the worker to barracks. And Tenochtitlan (corrupt) to worker. Antioch I switch to barracks as prebuild for immortal. I would not build barracks here, but use it for future galley building.

Hitting return.

1475: immortal attacks jw, who retreats and is killed by reg immortal who also is promoted to vet
immortals move south, workers build road

1450: archer attacks and is killed without causing damage
2 immortals each win against spear and we capture Teotihuacan and liberate 7 gold; we start another worker.

1425: Persepolis b immortal s next; stupid people want to build Forbidden Palace: no way we invest so many shields; maybe when we get a spare Great Leeader
cb in 1 turn with science reduced to 30%

1400: we learn cb; we contact Babylon and pay 50g for mysticism; then we declare war; our army is strong compared to them
polytheism due in 9 turns at 100% and -2gpt

1375: Tenochtitlan b worker s next (worker irrigates cow); Susa b immortal s next;

1350: Pasargadae b granary s Palace as Great Lighthouse pre-build
immortal destroys Nineveh liberating 11g and being elited; barbs SE of Tenochtitlan

1325: Persepolis b immortal s next; horses are connected and Antioch is switched to chariot; resistance in Teotihuacan ends and we need a taxman; start road toward it; immortal kills barb; science down to 90% at -1gpt with polytheism still in 6 turns

1300: we do NOT attack Tlatelolco since it is size 1 and has no culture expansion; thus it would be destroyed and we want to keep it; move by towards Babylon; there are enough new immortals coming from the north

1275: end of Golden Age; polytheism now 6 turns at 100%, -2gpt
immortal disperses barb camp getting 25g; new barb camp near Pasargadae will give another 25g

1250: immortal kills barb; immortal dies attacking spear escort of Babylonian settler; 2nd immortal succeeds and is promoted to elite; workers are protected by 2 immortals and start road


Hints for the future:
Once the road to Teotihuacan is done, work the cow.
I recommend to not attack Tlatelolco before its culture expands or it is size 2.
I recommend to irrigate north and road south to allow our immortals to reach the southern front against Babylon.
Pasargadae needs more mines, but DO NOT cut the forest: it gives shields.
Harvest the barb camps in the north (and elsewhere) by withdrawing the immortals once a camp is destroyed. Once an immortal is promoted to elite, send him attacking enemies and a new veteran (or regular) to fight the barbs.

SGOTM1SHEVEK-1250BC.jpg


Status:
7 towns
population 15
polytheism in 5 at 80%, +-0gpt
treasury 174 gold
Firaxis 146 (Aztecs 85, Babylon 82)

The save.

grs next

PS: up till now we observed the RBciv rules. Correct?
 
Originally posted by tao
With hindsight, it is easy to look at the past:

I would have chosen to get cb instead of warrior code, since we want to get monarchy and with iron and immortals, we have no need for archers.


I was thinking about horse back riding at the time, not that I thought about it for very long, although it proved not to make any difference. I agree that it would have been a better decision as we could still build chariots and upgrade them with the wheel, and if you hadn't waited we might not have got Mysticism.

Smackster
 
Got it and will probably play tonight.

Some questions:

1. Why are we producing a charriot in Antioch? We don't want to explore fast, do we? I'd rather build a spearman.
2. Why are we building a settler that takes ages (22 turns) to finish in Teotihuacan? I'd rather build a warrior (2 turns) to liberate the immortal from guarding the city.
3. I too think getting the Great Lighthouse is the right idea, but don't we plan to get it by rushing it with a great leader? I'd rather use Pasargadae now to build a settler and settle one more city in the south.
4. Can you tell or mark the location of the barb camp SE of Tenochtitlan?

Some feedback would be nice.
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grs
 
Chariots are good as they are cheap to build and can upgrade to horses->knights. Don't build the spearman as you will probably never need it. A few chariots/horses/knights will prove more than enough for home defence. In this game I really don't anticipate seeing any attacks on our home land.

You can never be sure you will get a leader, but I think we might see a few with our always war tactic.
 
1. We don't have barracks in Antioach (and I would not build them because in the future I would build galleys) and chariots are cheap and with the retreat capability are less likely to be lost in case od defeat.

2. West of teotihuacan are/were barbs. Thus we need an immortal. And the settler can be hurried once we are monarchy. And if the norther iron is depleted, we may need a new town near the southern source.

3. You can't "plan" to hurry a wonder; you can only hope for it. If we get a Great Leader now, I would rather hurry the Forbidden Palace.

Edit/add: The barb camps: we don't know exactly where they will appear, but potential sites are (for now) north of Pasargadae, northeast of Teotihuacan, and southeast of Teotihuacan once our immortal leaves there. Since each gives 25g plus the chance of promoting, they are a great "resource".
 
nice turns tao

Waiting on Tlatelolco is something a brash person like myself wouldn't have thought of. It also is a nice breather for our armies and a good time to help our great roading project.

Which do we think is more important right now? Monarchy or Map Making? I guess the ideal is to have Map Making right after we take care of the Babylonians, or even a little before so we can scout where to attack next. But Monarchy is probably more important in the short term, especially with how our empire is expanding.
 
Originally posted by pindicator
Which do we think is more important right now? Monarchy or Map Making?
IMO monarchy. We also need writing before map making and with monarchy we will research faster (and produce more) and there is the chance that we meet somebody who trades us writing.
 
Originally posted by tao
Thus I would not have roaded the hill, but around it. But since we are nearly done, we will finish it.
At the time I initiated that project, the hill was a safe location for our workers, and the grassland tile to the hill's southeast wasn't.
 
Looking at the maintenance thread reveals that we are in a comfortable position (the lead). Probably because we had the early Golden Age. Now let us try to stay on top. :) I would also very much like us to continue obeying the RBciv rules for the extra bonus.
 
wow, go team! :goodjob:

that early settler pop probably helped us out a lot, but it's nice to be kicking the staff team's butt (so far). I wonder how many other teams have already triggered GAs, especially since most or all are playing AW.

northern, since you put the first post up for our team saves, will you keep updating that for the maintenance thread?
 
Originally posted by pindicator

northern, since you put the first post up for our team saves, will you keep updating that for the maintenance thread?

That's rather a lot to ask Pindicator. It's easier if the posting player does it. All you have to do is copy the link from one thread to the other when you are posting. Takes about 5.73 seconds. :)
 
hehe, i presume too much :crazyeye:

I was assuming that we didn't want to convolute the maintenance thead with repetitive posts from each team. But you guys are the ones who get to sort through it all, so however you want it done works fine.

and i must be slow at it, cause i did a test run and it took me 6.02 seconds :(
 
I agree about the RBCiv rules--let's keep obeying them.
 
I agree about the RBCiv rules--let's keep obeying them.

You have my vote, too.

1225 BC:
Susa builds Immortals - Immortals.
Immortal disperses barb camp to the north, no loss.
Worker roads mine near Arbela.
Worker and immortal move to Tenochtillan to irrigate north.
Immortals, but one guard for workers, move south to Babylonian border.

1200 BC:
Tlatelolco cutural expands, sealing its doom.
1st Immortal kills spear, no loss.
2nd Immortal kills spear taking 2 damage, libearting Tlatelolco and 21 gold. Aztecs destroyed so we don't need a taxmen. Starting worker.
Other Immortals continue to Babylon.

1175 BC:
Persepolis builds Immortals - Immortals.
We get a piece of palace.
Workers irrigate north and south.
Immortals meet at Babylons border.

1150 BC:
Barbarian appears near Teotihuacan.
Immortals enter Babylonian territory.
Lowering research to 50%; Polytheism still in 1 turn.

1125 BC:
Polytheism researched - Monarchy at maximun (-3gpt; 23 turns)
Tenochtillan Worker - Worker.
Immortals kill barb.

1100 BC:
Immortal kills another barb and continues to camp.
Other Immortal replaces him in guarding Teotihuacan.
1st Immortal reaches Babylon (city).

1075 BC:
Antioch finally gets it charriot, now we are unstoppable! I am so drunken with joy I start another one ;)
Starting to connect Tlatelco (and with it incense) to our network.
MM Tenochtitlan to grow in two turns.
Four immortals siege Babylon and will take it next turn.

1050 BC:
Another barb killed, Immortal now next to camp.
Veteran Immotal attack Babylon, takes 2 damage and ... takes it ?!? They had only one lousy regular spear in their capitol (well we only have one warrior, but we are the mighty Xerxes). We get 13 gold, 1 resister, ivory under the city core and see lands end here. I leave 2 Immortals to guard and stop resistance. Rest continues southeast to next city.

1025 BC:
Persepolis builds Immortals - Immortals.
Susa same.
Resistance in Babylon ends. Veteran Immortal stays as guard and elite to heal.
Taking out the barb camp flawlessly, but no promotion.
We move a stack of 6 Immortals next to Ur. It is size 1 with no cultural and has just gotten the palace, so it will take at least another 4 (if not 5) turns to expand. Next to Ur is the border of the Zulu, but Ur blocks the choke point in our path to them.

1000 BC:

Barb Killer finds 2 more dyes behind the camp and probably another lands end.
Hate me or not; I'll take Ur. We want to trade Polytheism to the Zulu soon and kill them. Their capitol is only at lousy size 1.
Veteran Immortal kills vet spear, loosing 2 life.
Elite Immortal kills bowman losing 3 hp, destroys Ur, liberates 42 gold and destroys the Babylonians.

Summary:

We removed the Aztecs and Babylonians.
Monarchy in 16 at 100% at -3gpt.
299 gold in Treasury.
3 worker, 5 slaves
5 warriors, 1 spear, 1 chariot, 16 Immortals (3 of them elite)
4 luxuries (3rd connected soon and fourth under Babylon)
Irrigation is 2/3 to Antioch with a pair of our workers and a Immortal guard they'll get north soon.
Arbela will have barracks in 1.
Persepolis grows to 5 in 1.

Firaxis: 173

Remarks:

Susa is not growing atm.

Save

sgotm-shevek-1000bc-1.jpg


sgotm-shevek-1000bc-2.jpg


--
grs
 
grs, you are too quick, I was hoping to continue with GOTM 30 tonight, but I do this instead, therefore I got it.

Good set of turns, we are looking like world beaters.
 
nice turns, grs! two civs in one turn is definitely worthy :worship:

Tlatelolco will not grow in time to build the worker. I'd switch it to a warrior, to get a cheap MP and free up an Immortal from guard duty. In fact, do we want to turn one or two of our newly-conquered towns into warrior producers for MP purposes?

btw -- what have we lost, like one immortal so far? :lol:


Edit: looking at the maintenance thread we are now in 2nd (but just barely) with the adjusted score :eek:
Though the team we are trailing went 5CC+AW so they get a bigger bonus. We'll just have to keep up the :spank:
 
Very nice progress. Just some minor points:

Tenochtitlan must work the irrigated gras, not the forest. Adjust always!
Tlatelolco must build warrior before worker (not enough food).

IMHO it was a mistake to mine the Tenochtitlan mountain. Shields will be lost to waste until we reach size 6 and wltkd. Improving north is much more important, e.g. mining and chop Persepolis forest for growth to pop 6.

PS: And I really hate it when people are posting wide graphics. ;)

Edit/add: PPS: with 4 luxuries soon connected, we have plenty of happiness and need little mp. Thus I would prefer more workers, even to join them to bring the productive northern cities to pop 6 asap.
 
Fine stuff, Grs. :goodjob:

I agree with Tao that there's a lot we can do with workers in this situation--but also with Pindicator that we don't want to waste many Immortals on garrison duty. In addition to the warrior from Tlatelolco, I'd like to get at least one out of Babylon before that city is hooked up to our road net.
 
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