SGOTM1-Persia Team Slinger

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And another thing!

I read in another game-thread - they took out Aztecs early, by pure simple luck...a warrior whacked the jag sitting in Teno and won. That gives more score than any happy citizens.

What we have now is an army of power and I'm not the least worried about Offa's turns. He will provide a good score-bump.
 
Re score: almost all the score in our game should be for an early finish bonus, and we have to play with that in mind.

Hopefully we can catch up the team who managed a very early warrior gambit. They still have to reach everyone else, same as us.

I have developed a nearly uncontrollable urge to start a great lighthouse pre build. I suspect 10 more immortals would be better than the lighthouse, but...

Actually, I think with 8 immortals we should erase the Aztecs altogether, and then look onwards for new lands to conquer.
 
The War Commences.

1500 Move Offa, Barbslinger, Solar Knight and Microbe south.

1475 A jag warrior comes towards our chaps in the south. I wonder if he will be friendly.
We have a worker on the hill by Gozpelgrad. I am not sure what his plan was but I send him south to build a road to the Aztecs. Egg goes N and the immortal troops head S.

1450 Persepolis settler finished, starts an immortal. As planned the settler is sent S.
Bubba is feeling himself again and is sent S. The jag warrior obviously didn't like the look of us much and went S out of view, but we move further S ourselves.

1425 Egg sees more barbs up North. He kills one right at the northern tip but new ones have appeared to the W.
The advance troops in S land on hill by Tlatelolco

1400 Treasury is very low so have to reduce science. Gozpelgrad Immortal finished and starts another.

Offa attacks Tlatelolco and is redlined killing the single reg spearman defender. The town autorazes and so mercifully I won't have to spell it again. GOLDEN AGE.
Leave the other 3 immortals in the advance guard to wait a turn for the rest to catch up.

Spot that the mined furs to plain are now yielding 3 shields because of the golden age bonus. Good play chaps!

Persepolis is losing a shield due to corruption, which seems a bit harsh.

1375 MM Persepolis to produce an immortal this turn instead of next by working a fur plain. Iron Town immortal complete and sent S.
Antioch built in choke. It seems a waste of a forest but I am just obeying...

In N Bubba kills another barb. In S the immortals advance into Aztecs lands but can't see any units or towns.

1350 worker set to mine fur plain near Persepolis!
Still no sight of towns in Aztec land despite being 2 squares into their territory.

Discover writing and start on maps, due in 11.

1325 Finally locate Aztec capital, hiding behind a hill. Size 5, first defender is a reg spear.

1300 Attack:
Gozpel kills reg spear, 2 hp left.
Cortez kills reg spear, unharmed.
Barbslinger kills reg spear, 2 hp left.
Solar knight kills archer, losing 1 hp., and Tenochtitlan is ours. Pop 4, all resistors. None of our immortals are promoted.
Borders of two further Aztecs towns seen in S and W.

Flush with this success Bubba (elite warrior) attacks an unfortified. reg archer (on jungle) and DIES, promoting it. I made it that Bubba had a 67% chance of winning this, so this is disappointing, but I suppose I should have waited for a better chance.

Egg has wandered right to the end of the western peninsula and can see land in the W.

1275 Despite having 4 immortals in the captured town we have only cleared one resistor.
Immortal kills off archer that killed Bubba last turn. 2 more immortals kill archers to SW of Tenochtitlan. No promotions.

The lack of promotions is disturbing me. Furthermore Persepolis is about to waste 8 shields in making the next immortal so I switch it to a prebuild for the lighthouse. If we do get a Great leader he can build a forbidden Palace instead.
1250 Immortal kills 4/5 archer on hill, losing 2hp.

Microbe discovers new Aztec capital Teothuacan on Pacific Coast and 3 other immortals go over to investigate. There is land to the N of this area but at least 2 more Aztec towns borders are seen in the S. They grew pretty quickly for regent AI. Still no water seen.
Egg on his way home spots another barb camp north of Arbela.

Battle stats:
One vet warrior Egg killed two conscript barbs.
Elite warrior Bubba lost to reg archer.
9 immortal battles, all wins: killed four reg spears in towns, one reg archer in town, one 2/4 archer on jungle, one 4/5 archer on hill and two reg 3/3 archers on flat ground.

That’s 11 wins and one loss with no promotions.


I don’t suppose the pre build in Persepolis will be popular. I think it would be good though if we could use a great leader for the forbidden palace instead of the lighthouse, and leaders always seem very unreliable to me.

Mapmaking is due in 5, probably before we will be able to use it much, as we can’t spare much production for boats now that I have tied up the capital. At least we can find any other lands and report back. I don’t think we should trade MM as the AI escaping to a one tile island would be so irritating.


Once we have MM we can go to zero science and disconnect Iron Town to allow warrior upgrades so getting more troops shouldn’t be too hard.

Our score: 119.

1250.jpg


http://www.civfanatics.net/uploads7/SGOTM1PTW_TeamSlinger_1250BC.SAV
 
Looks like the spacing between the cities is what is slowing us down. The towns don't look to developed either.

Well, it looks like I have 2 Aztec cities to acquire and some promotions to get. If the towns are not size 2 at least I will probably leave them be and look for towns we can take. They will be building archers and I'm not too afraid of an archer or two. Will take immortals in groups of 4-5 to see. Need some reinforcements to hold down Teno whilst I go rampaging. I hope the GL can finish soon but with out that production it may hold our conquesting on our continent back. I'll continue the GL build and then when production allows, we can pop out 2-3 ships, load em' with immmortals and go on a seek and destroy mission.

GOT IT!
 
Originally posted by barbslinger

Well, it looks like I have 2 Aztec cities to acquire and some promotions to get. If the towns are not size 2 at least I will probably leave them be and look for towns we can take. They will be building archers and I'm not too afraid of an archer or two.

I think we should leave size-1 towns alone. Let them produce archers for some leader fishing.
 
Continue the Lighthouse and pray for promotions :) We still have 3 cities building immortals.

The fun has begun! :)
 
Not on regent, we want the game to be over before we would need any fancy techs :)
 
Just saw that team Akots finished in 370BC. That's 38 turns away. The GL is 300s vs the 200s for collossus so if we are probably looking at 16-17 turns until it completes. That gives us about 20 turns to finish off the world after GL completes. It may behoove us to settle in the north to get another productive town building immortals. By the time it is up and running we should be just finishing the GL and finishing off our continent. At some point we will have to break off sending immortals south and use the force of, I praying, a Teno FP to build the balance of immortals for southern conquest.
We have our work cut out for us.
 
Originally posted by microbe
we also need to start building boats. how many do we need?
I would love too. However I think our production capacity is limited. 3 cities on immortals, our capital on GL and another on rax(new town). Once the GL time gets down I'm thinking if the war in the south is going well we definitely want a prebuild for 3 ships to fill with immortals. Until then, during my turns, I'll be MM'ing immortal production and trying to cleanse the continent.

BTW, this game is shaping up to look like a 5CC may have worked out too.
 
Originally posted by barbslinger
Just saw that team Akots finished in 370BC. That's 38 turns away.

Crumbs, that is quick. I didn't realize we had so little time left. We probably should abandon the lighthouse build as we need boats and troops urgently. You will only lose 2 turns of production in Persepolis so it won't hurt that much.

The city building barracks is a galley pre build.

If we are to beat team Akots finish date, this means that I will not get to play any more turns, so good luck chaps.

I agree that playing as a 5CC might not have made much difference.
 
Saw Offa's coment to abandon lighthouse when I came to post. It could still pay off with speed to our next targets.

1250BC – Preturn ready to roll. Only Aztecs on F4. Looks like we have Teo at size 2 and ready to attack in 2 turns. Another 3 + 2 injured in Teno can head south in a few to meet up with Teo victors to converge. I don’t see any real MM opportunities except that my mining the fur blunder is making another shield for now and I was wishing the other one SW of Gozpelgrad was mined right now. Ah Antioch was working coast and switching to plains gets 2 shields lowering the barracks time to 18 but not hurting economy.

IT – An archer comes up from one of the fogged cities. Arbela and Irontown both produce Immortals and do the same. 1 barb moves towards our warrior in the tundra. Time to get that camp.

[1] 1225BC – Egg goes elite attacking. Argh, Teo pop rushed a unit down to size 1. Probably an archer. Moving on. Gozpel and Slinger are healed so move them out of Teno to head towards southern cities.

IT – Archer moves onto the flats. Dumass.

[2] 1200BC – Egg busts the barb camp. Cortez busts up 1 Teo spear to hope for promotion and I’m leary of busting up the other one. I would have thought they would have attacked had it been an archer they rushed. It must have been a spear. Slinger kills the archer. No promo. With the extra cash I bump lux up to get 2 more happy faces. Maybe I’m :smoking: but I can’t resist and it’s only 2g. I moved the others off the Teo hill south and left Cortez exposed.

IT – Resistance ends in Teno with 2 pop remaining. Another archer comes out from SE town right in front of me.

[3] 1175BC – Tlaxcala is 1 pop also. Offa kills the archer that came out. No promo. Moving on. Incense spotted in SE fogged city and another city is down there between the 2.

IT – An Impi shows his face.

[4] 1150BC - That other border is Babylon. I dial them up to give them some ugly news. Zulu have Myst and HBR, no trades available. Babylon has myst which he’ll trade for writing. I do the deal and deliver the news they won’t be seeing AD. Microbe knocks off an archer on a hill and 3 other immortals follow him there. No promo. Looks like a nice hill/forest path to the cities. Offa and another vet destroy Tlaxcala. That town wouldn’t grow very well anyhow. No promos. MM next turn but no sci-sli movement possible.

IT – MM is in and it’s Poly in 8 at 100%, -5gpt. What would we do with the gold? Can’t rush anything until Monarchy.

[5] 1125BC – We move into forest overlooking Texcoco and it is also 1 pop. Move troops around. Egg sits down to rest up north again. Renamed him Golden Egg. Lighthouse in 17 :eek: that’s a lot of immortals.

IT – Iron town and Arbela pop immortals again. Another archer pops out from Teo.

[6] 1100BC – We kill the Teo archer, no scratch, No promo. “No promo.” Is buffered so I can CTRL-V. :sad: . Alighting on the Ur hill to attack next turn we see 2 pop!

IT – zzz

[7] 1075BC – Ur attack! Gozpel gets first crack on a 4/4 spear and wins losing 3hp. No promo. Solarknight dies taking him down to 1hp and then promoting him to vet 2/4. That is the last spear though. Microbe takes the city losing 2hp and Ur is set to worker. Just noticed the Teno foodbox won’t fill in time so I swap to Rax. I’m wondering how long cowtown Teo will take to grow? Hoping this next turn. Also swapped Antioch to galley due in 6.

IT – We get the FP message! Teo expands! A Baby lon settler pair are sighted! To top off that great set the Zulu break ranks and give me a shot at the archer.

[8] 1050BC – The road to Teno is open for business! Bring up the leader who is 4/5 There are 4 to attack Teno next turn. Kill the archer. No promo. Move 2 others to cover on the hill 2 tiles from Impi alone on a hill. Put a single immortal on mountain looking down at settler pair with a bowman. We’re a 90% if he attacks and 84% when I get him. Rename another immortal Solar2. Rename Ur to Microbia.

IT – Gozpelgrad makes an immortal. Settler take to the forest. What he doesn’t see me here! No respect for the uniform!!!

[9] 1025BC – The bowman dies without scratching us. Fortify the workers. Golden Egg spots another barb camp. Will the barb leave camp to go for our unattended town before they make another? How fast do they make them? I send the Gozpelgrad immortal north just in case. Now for what we have all been waiting for, the attack on Teo. Cortez kills the first spear, no leader. SK2 goes elite and takes the town. [party] The others stay fortified on the hill except for 1. Renamed it to Solarview and Teno to Offa.

IT – An archer pops out from Texcoco. Dead meat! There is already another barb in the camp.

[10] 1000BC – Offa kills the archer. No promo. Cover him. Start bringing the workers back to Solarview and Offa area. Golden Egg kills a barb and will frag the camp next turn. Poly in 3 at –3gpt and 19 in the bank. Started a chop in Offa to help the barracks. GL in 10.

Notes: My plan right now is to take a force to the mountain next to Texcoco and post up there to wait for suckers to come through and wait 4 turns for the new palace to expand it. Then remove it to hook up incense. I moved Elite SK2 to the hill to go after the Impi with a gang. He would be an 82% favorite to win. Then the interior will be clear and we hopefully get an FP The fog in the desert SE of Offa is bound to spring some barbs so keep some immortals around there. I might even swing the one coming down off the road over for a pretty sure 25g. Looks like Babylons last city is in view and then no more bowmen. Take the mountain and wait for expansion and then take Texcoco.

The Save

SGOTM1-sling_1000BC.jpg
 
The fact that another team finished so fast makes me wonder whether Great Lighthouse is needed. I see we have 3 CIVs on our island, and there is another island just in sight 2 tiles away. Maybe that's it.

Anyway, let's stick to our plan. They were fast because they took gambles. To me I don't really care about the competition, just have some fun.

EDIT: Looks like I'm up? I got it.
 
Well I guess we will be building the Lighthouse then.

Why are we researching? I thought we wanted to disconnect iron and use cash for warrior upgrades.

Looking at the power graphs the Aztecs were stronger than the Zulu and the Babs, so our existing force of immortals should be able to deal with them. We have to concentrate on finding the remaining Civs.
 
Notes: My plan right now is to take a force to the mountain next to Texcoco and post up there to wait for suckers to come through and wait 4 turns for the new palace to expand it. Then remove it to hook up incense.

I'll play tomorrow night. I have a question: why do you want to wait for it to expand? Is it the necessary condition not to autoraze? I thought as long as you have some culture (even < 10) it wouldn't autoraze.
 
It will autoraze if it is either size 1 or no culture expansion.
I think at this point we can build 3 more galleys and keep all the immortals built near or core. If it is feasable to disconnect iron we should do so. the force in the south is enough to handle the rest I think. I want to keep the towns for scoring. It really does not matter if we take them out now or a little before we finish off the others. If we can keep all the towns it will give us a better base score before the victory! Let Texcoco sit and send archers out to go for leaders. Offa said we haven't got all day but until we find the others we do. Lets fish for leaders. Get a second core. Tehn cash rush out of monarchy.
 
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