SGOTM1-Persia Team Slinger

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How about this for a zany but possible way of using the leader:
Rush the lighthouse with the leader and switch Persepolis to a galley. This seems daft but isn't as bad as it initially appears if you really want to try to beat a 390bc finish. You will effectively get 2 galleys and an earlier lighthouse. There are only 18 turns left, and we still don't know where the last two Civs are. Therefore any unit produced will take at least 2 moves (prob several more) before it can attack them. Therefore only production achieved in the next 13-16 moves is of any value to us.


Of course if you don't believe we can finish so quickly then Pyramids or Forbidden Palace or ????army would be better.
I don't fancy reading the "do you want to waste 260 shields" screen in Persepolis much either."
 
I don't think we can beat 18 turns. It took 30 turns to eliminate two civs, and I expect Zulu to be gone in next few turns.

We also need more galleys. Rushing one doesn't look like change much. I'd rather rush an army instead if you want a quicker conquest (again, does army have extra movement in PTW?). But I've no strong objection either if the team decide to go this way.

I expect we can finish in 30-40 turns.

EDIT: SolarKnight, what's the status? Almost 2 days now.
 
Playing my turns now.
 
just a question:

Is it worth rushing the lighthouse with only 4 turns to go?

by the looks of things, by the time the leader gets to the capital, the lighthouse will be finished bar maybe 1 turn anyway.

Edit: probably a silly question i know, i could just rush it in another city, i just thought that with there only being 4 turns left till completion, maybe finish off zulu first?
 
Absolutely not.

Even if you want to rush lighthouse, rush it in a new city and switch the lighthouse to something else (which is probably a galley :lol: ). But I'm more inclined to create an army (and DONT fill it until it's transported to the AI's island!).

Read the discussion and use your best judgement as there is no conclusion.
 
The only thing persepolis will build without any shields being wasted are the oracle or the pyramids, barbslinger said something about building the pyramids for score, but i think the army may be more benificial if we are going for conquest.

Those were just my thoughts
 
Originally posted by SolarKnight
The only thing persepolis will build without any shields being wasted are the oracle or the pyramids, barbslinger said something about building the pyramids for score, but i think the army may be more benificial if we are going for conquest.

Those were just my thoughts

We don't need oracle. Seriously, have we built any temples? We have enough immortals already and what we need is galleys. We don't need more happiness.

If you don't know what to build, build an army, no one would blame you for that! :) Or you can postpone it until you have another chance of getting a MGL.
 
That is from conquests. My bad. I'm thinking that perhaps an FP would help too in the south. Then the lower cities could perhaps build a few galleys too. Whatever SK does, army, FP, pyramids it will still be extremely tough to beat that 370BC time. I'm feeling there is no wrong or right choice on the leader. The GL is a definate must have to get to the other continent quicker and hopefully we can get a gaggle of immortals there soon. As soon as the Zulu are vanquished I would move every immortal but 1 in each town to hold against barbs.
Good luck Solar!
 
Although I actually quite like the idea of rushing the lighthouse and switching persepolis to galley, it probably won't hurt to rush a Forbidden palace. To get worthwhile production from it won't be easy but you could join captured workers to towns to beef them up a bit. I'd rush it in the Aztec town on the coast and build galleys non stop. BTW I think Offa is making barracks or something, and could sensibly swap to a settler to build on the coast by some trees which could be chopped down to get a galley. There is no point in making more barracks now.

Whatever the leader does, he ought to do it straight away; don't send him all the way home.
 
Just over halfway through my turns, i have found another civ with purple borders, checking f10, it looks like the iroqouis as the americans normally have blue borders.
 
pre turn: check production in all cities,
Hit enter

IBT: we get a zulu archer moving towards us.

Turn 1 730 BC: Gozpelgrad: Warrior -> Galley.
Solarview: Worker -> Warrior
Palace expands and we get a front door :)
Worker moves to cow to build mine.

Workers near Texcoco build Mine.
Shuffle warriors round a little for defense.
Kill barb camp to north.
(not sure if thats good or bad but we will see, sorry if it was inteded to stay).
Move gally round to south eastern side of small island.
Build army with our leader, will not load him until he is nearer the enemy.

Begin to advance our immortals down towards the zulu.
Finish off the archer that appeaer redlining our immortal.
Move worker onto hill next to Offa to mine and increase productivity.
Workers build mine for antioch.

Turn 2 710 BC: Arbela: Warrior -> Galley.
IronTown: Immortals -> Immortals
Our galley reaches another continent.

Turn 3 690 BC: Offa changed to spear for defence against barbs (it has no iron)

Turn 4: 670 BC: I was too slow to stop a barb horseman from estroying the work on spearman in offa, but an immortal will be in place by the time a barb warrior gets too close.

Great Lighthouse completes. GO GALLEYS!! [party]
Persepolis: Lighthouse -> Galley.
Continue exploring the coast of the new island, nothing so far.
Continue our push into the zulu territory.
Kill a barb warrior.

Turn 5 650 BC: Attack Ulundi with a vet immortal and kill a reg Impi razing the city and promoting him to elite :)
We also get a worker and 5 gold.
Whip a galley in Arbela to investigate the lands to our west.
Kill a bard horse making another immortal elite.

Turn 6 630 BC: Arbela: Galley -> Immortals.
Move our galley in the east and we find a purple border, hello iroqouis!!
Upgrade a warrior to immortal.

Turn 7 610 BC: Destroy another barb camp.
kill a zulu settler/impi pair and get two slaves :)
should have contact with haiwatha next turn, its definately the iros as the city i found was grand river.

Turn 8 590 BC: Persepolis: Galley -> Immortals.
Lose an immortal attacking holblane.
Move galley to contact the iros and make the following trade before declaring war:

HBR, 7 gold and Contact with america for Contact with the zulu, our world map and mapmaking.

Contact america and make the following deal before declaring war: Worldmap and 20 gold for communications with the zulu.

On this continent, the americans have 3 cities and the americans 4, bring forth the immortals and let these people fall:hammer:

Turn 9 570 BC: Gozpelgrad: Galley -> immortals.
Irontown: immortals -> immortals.
Microbia: worker -> Warrior.

Turn 10 550 BC: Zimbabwe is ours after using two immortals to kill the impis, only one zulu city remains.

I have landed some immortals (2) onto the other continent, and we are in a good position to eliminate the zulus by the end of the next players turn.

Sorry about the delays, Good luck next player.

SolarKnight.
 
Looks like some great progress SK! Zulu are on the ropes and we know where our target is. Will look at the save tonight unless Gozpel comes in and finishes them off. Is the army over there already and ready to load upon landing? If it isn't I might retreat them to the sea where they will be safe until the army arrives. An army should be able to knock off, with other units, a city every couple turns.
Thanks for completing your turns. Is there a chance you can edit your log to include the score?
 
Good turns SK.

Now the question is how to get our troops to the AI.

We should switch all towns to galleys, and pop rush if possible, and we can even disband some units to speed it up! Getting main troops onto the island probably would take 10+ turns though.

The army should start moving to meet the galleys. Load one immortal into the army - just in case some barb horses show up! Currently it's unescorted, and get it onto the island to load the other two.

SK you should name the save according to the same convention. See mad-box's post.

Contact america and make the following deal before declaring war: Worldmap and 20 gold for communications with the zulu.
Hmm, I see we are still at peace with America. We are violating the AW rule. :(

Next player make sure to declare on America!

Our score is 189. I loaded this save with C3C though.
 
Did we really let the Iroquois into the secrets of mapmaking? They are not ready for such knowledge. We better make sure they never get to build any ships. An escaped settler building on a one tile island would be bad, very bad. I think we are likely to kill them in time though.
 
You have played 2 turns essentially outside the AW rules. I don't want to appear heavy handed, but another team has already fallen foul of this and they are no longer playing AW. It was obviously a mistake, and I'm a really nice guy :) so if Solar Knight can find his auto-save from 590BC: and replays the last couple of turns with the correct war declaration - I'll let you off. Otherwise I will have to dream up a suitable punishment in compensation... Like gifting America everything you have before declaring war - gold, tech and maps. Sound fair?
 
Originally posted by mad-bax
You have played 2 turns essentially outside the AW rules. if Solar Knight can find his auto-save from 590BC: and replays the last couple of turns with the correct war declaration - I'll let you off. Otherwise I will have to dream up a suitable punishment in compensation... Like gifting America everything you have before declaring war - gold, tech and maps. Sound fair?

Lets hope Solar Knight can find the autosave and replay. The Americans can have our maps and tech but giving them a load of gold for upgrades would be annoying. If we can't replay we ought to reduce our treasury as much as possible first.
The AW bonus is pretty big and not to be missed. In fact the bonuses in this game for AW and 5CC are ridiculous, as neither make more than a trivial difference to the game. The only team who do deserve a bonus are the chaps trying an AW 1CC.
 
I don't know what you would have me do Offa. If another team hadn't been in this situation I could have just wagged my finger, and let it go. After all, in this particular instance it makes no difference to your game, and I recognise that. Unfortunately, another team did a similar thing with a neighbouring civ and I had to take the AW bonus away from them. So what is fair? Should I allow you to pay a penalty, or should I just enforce the rules verbatim? If the auto=save cannot be retreived then why don't you decide on your own punishment as a team?

The bonuses are ridiculous for this map, I agree. Let's wait and see if this is the case in general. One of the awards is for base Jason anyway, which is a clear indication of how well a game is played.
 
mad-bax, don't misunderstand, I really think you are being very generous in allowing us to forfeit a fairly trivial penalty (ie techs, maps and all our gold). It seems unlikely to delay us by more than 1-2 turns, and possibly not at all.
 
Sorry, will look for that autosave now, thats what i get for playing in the early hours.

EDIT: found it.

will re - post the turns played as soon as they are done, the map making thing was just to try and get HBR from them.
 
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