SGOTM1-Persia Team Slinger

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Why even think of switching gov? If we get 5-6 turns of useless anarchy, how will that compare to faster finish?
 
After doing much thinkinglaying in bed, not sleeping due to this (what kind of life is this that I'm enjoying?), I realized the anarchy problem that I now see you guys posted. I have to concur on the
reasearch shut down if it is coupled with iron road pillaging. I am still for leaving Texcoco until it expands and moving the rest of the troops after Babs ands Zulu towns. The trickle of an archer every so often for a leader shot coupled with getting the town instead of auto razing convinces me of this. go after the zulu capital and the Babs capital right now with 4 immortals left on the mountain. 1 to kill any archer and 3 to guauratee city wipeout. The others can go after Babylon when it expands or is pop 2. Any other immortals created after road pillage should wait for boats after GL comes in.
 
Heh, if we got a leader I would rush a galley with him and explore!
 
Originally posted by gozpel
Heh, if we got a leader I would rush a galley with him and explore!
I'm thinking army 1st and pyramids for score. An army would pummel the other continent even if they had swords.
 
preturn: Looking good. We have 17 immortals.

I shut off research again.

IBT Irontown immortal->immortal. Albela immortal->immportal.

(1)975BC: The worker on the hill next to Persepolis starts mining.

immortal kills impi on the hill but redlines. immortal and two workers get onto mountain next to Texcoco.

Golden Egg clears the barb camp and gets 25g.

Aztecs want to talk, I decline.

What, 1-pop Solarview riots? Oh well..set to taxman.

(2)950BC: More immortals move on mountain. I realize the previous immortal should have escorted the workers away from the mountain, oh well..but my excuse is if I didn't move it there the impi might have. So one immortal and 2 workers leave the mountain.

IBT Antioch Galley->Galley.

(3)925BC: immortal kills a barb and impi. Microbe kills archer losing 2-hp.

IBT Aztec archer leaves Texcoco.

(4)900BC: two immortals get onto the galley to explore the other continent. Barbslinger kills the Aztec archer, loses 1-hp and promotes!

IBT our GA ended. :(

(5)875BC: Offa kills Zulu archer taking no loss. Clear a barb camp and get 25g. I start pillaging the road to iron.

IBT Albela immortal->immortal.

(6)850BC: Solarview now could work the cattle tile.

(7)825BC: iron disconnected. Start warrior. But irontown has to keep building immortal.

Hill mined and Great Lighthouse now due in 7 instead of 8.

Microbia grows too slow that worker is built faster than pop grows. I change it to warrior.

IBT Gozpel warrior->warrior. Arbela warrior->warrior. Microbia warrior->worker.

(8)800BC: we now have 1 unit support cost.

IBT bowman attacks our just elite Barbslinger, and we get our first leader! Barb promotes our new warrior.

SGOTM1_800BC.jpg


(9)775BC: We sit next to Babylon.

(10)750BC: Notice Texcoco expanded already, so we capture Texcoco, Aztec is eliminated. We kill two spear and one bowman in babylon and Babylon is history. It has ivory. 2 immortals attack and Bapedi is autorazed. Somehow I made no progress in all previous turns and in one single turn we destroyed 2 civs and razed 1 city.

I switch Arbela to galley due in 6. We need more boats than immortals.

To next player:

We have a great leader in Texcoco.

Our galley hasn't found any more contacts. The land east to Persepolis is actually a very small island. The galley (with 2 immortals) should be sent to south of that island - there is another land.

I think we've had enough immortals to take out Zulu so some of them should be brought back and we should start building galleys instead of warriors/immortals.

We have 368g in bank and are making 23gpt.

Score: 162.

>>SAVE<<
 
Pyramids sounds good for pop and score.

We need a bunch of galleys as well.

Good job, microbe :)
 
A leader! Handbuilding the lighthouse was a mistake then. Sorry.

Forbidden Palace would be an obvious option, but may not be in business long enough to pay off. Pyramids would prob help score more, but most of the productive towns have max population already.

We need a lot more ships. We could pop rush galleys in corrupt captured towns. There are loads of captured workers to join to them to enable this. Irontown prob ought to make galleys as clearly it can't be disconnected from iron.

This is all going very well. Matching a 390 bc finish will take some doing and a fair bit of luck, but we should still do well.
 
Quote - Somehow I made no progress in all previous turns and in one single turn we destroyed 2 civs and razed 1 city. :rofl:

Really liked that one!

Well lets bring the troops back after the Zulu are gone, 6 max should do the job, and build galleys deluxe. It really sucks ancient age people did not use any currency because we have it and trading is futile at this point.

Can we blow the cash on a kegger! Haven't done that in 15-20 yrs but this game is shaping up well. Nice score in 750BC 162.

I'm thinking army!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Can I convince you! I'm a little hammered right now. :giggling about how a little and hammered were used: An army should make quick mincemeat out of the other continent when we find it. Load it correctly. I'm not sure on galley loading but once you land you can add the 3rd unit. Then barrage of 6 offensive power. Thats cav strength boys. 4+4+4/6=2+4=6. Wooooo Hoooo! Giddy Up.
 
I perferred Gozpel's suggestion of rushing a galley to building an army.

Edit: Please note everyone that I now denounce this remark. It was not meant entirely seriously, although we are a bit short on boats. Perhaps Akots team could loan us some?;)
 
Originally posted by Offa
"rushing a galley
Though I agree a galley will be nice to have, a leader, Lets hear it again, a leader, would be IMO embarrassed to become a galley that we could probably have in 4 turns. An army would lay the enemy to shreds in minimal time. According to Microbes post we have "a galley" already. There is not much left of our continental adversaries so the only thing left to do is post a warrior in each claimed city to guard for barbs and perhaps an immortal or 4 to roam taking camps. The balance can come home after the continental victory dance to jump a freighter to wherever the other continent is. It is a small map so it can't be far. We have 17 immortals and 28 turns. An army, once on dry land, will take a city every time it encounters one. How in the world can we justify building one extra galley when we can have a 6 offense army.
Offa, I am confused as to your line of thinking. Please explain to the team how a rushed galley is better than an army, or as Gozpel and myself mentioned, possibly the pyramids. I am not one of the greatest players here and your work in GOTM speaks for itself. I have admired all of the top players and was indeed extremely gratified in your acceptance of my invitation. I look forward to many games with your imprint on them. I now can not figure to myself how a leader should be used for rusing a galley. Help me here.
 
Sorry Barbslinger, that was a bit flippant, as I assumed Gozpel's initial suggestion had been. I agree with you that using a leader to rush a galley would be absurd. I don't think an army is needed though, as our immortals seem very effective as single units, and galley space is very expensive for us at the moment.
 
I don't know how army works in PTW. Does it get one more movement? If so, it's still valueble. Rushing a galley indeed looks very absurd..

Agree on switching irontown to galley. Every town should on galley if possible.

We should have expected a leader so we should have built galleys instead of Great Lighthouse - that would be a lot of galleys! ;) Another mistake was we should have built some curraghs for upgrade..

Note we don't know where the other AIs are yet. We are exploring in the east, but could they be in the west??
 
Originally posted by barbslinger
... I now can not figure to myself how a leader should be used for rusing a galley. Help me here.

Sorry for spamming here but we're finished. Re leader and galley: It all depends on the amount of beer on the inside and on the outside. When balance does not match, you have to rush a galley with a leader to help you sail through the beer ocean to survive. Just a working hypothesis. :)
 
Originally posted by microbe

We should have expected a leader so we should have built galleys instead of Great Lighthouse - that would be a lot of galleys! ;) Another mistake was we should have built some curraghs for upgrade..

Note we don't know where the other AIs are yet. We are exploring in the east, but could they be in the west??

Thanks Microbe. I normally don't get leaders very reliably but agree that the odds weren't bad here.
Curraghs, as I suspect you know, are a unit in Conquests. I have also read that armies were beefed up a fair bit for conquests.

Please note everyone that there was no way Persepolis could use all its production for warriors/ immortals and galleys so the total waste is a bit less than 300 shields :cry:

Clearly finding the remaining 2 civs ASAP is vital. They should not have to struggle on without the enlightened leadership of the X-man for a moment too long. Where can they be?
 
To rush a galley was obviously a joke :) Or at least half a joke, since we should have been out exploring already with a galley.

Pyramids or army? If the score diff is only very slight, just build that army, load it with one immortal only, then send it to whereever we are going.

Who's up?
 
I have been thinking about this and an army may not be quite as bad as I thought initially. If this game really has only a short time to go, then Pyramids and Forbidden Palace may not pay off in time. If Persepolis wasn't quite so close to the Lighthouse then it might make sense to swap it to something else a bit cheaper (eg Collosus) and use the Leader to build the lighthouse. However, this seems pointless now, and the Colossus would be a waste of time, gaining us 6gpt which we don't need.


I rarely build armies as Wonders are so much better normally.
Therefore I don't understand Barbslingers:

"Then barrage of 6 offensive power. Thats cav strength boys. 4+4+4/6=2+4=6."

What does this mean and are you sure this applies to PTW and not Conquests? I know SirPleb mentioned something like this in his Sid game, but I thought it was Conquest specific. Armies certainly sound very strong in Conquests, and as MGLs can't rush wonders in Conquests that is just as well.

Solar Knight, you ought to join in with this game, it's great fun, and the next 10 moves are pivotal!
 
I got it, time to kick some ass.
 
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