SGOTM4 - Team Smackster

Team offa has a very strong player - Klarius..

He was in X-team in previous game and X-Team won just because of his "controversial" ideas.
I think X-Team won't be as strong in this game, but team Offa is certainly a danger and i think one of the main contenders
I'd love to know what type of victory they've chosen.

Catapults - personally i could live without them during my turns, but we faced legions, didn't know how many, so building catapults was a good decision at the time.

On unrelated note.. I noticed that 4 of us are online the entire day, don't we have anything else to do at work??? :)

Wotan said:
Shouldn't we send Archers too to Utica for "rushing" colloseum/(marketplace=happy faces))? Maybe more important than a few turns earlier library in new city?

Good idea. But i wouldn't hurry with building marketplace in Utica... With build of colliseum (happy faces + 2culture) and Hanging Gardens (bunch of happy faces) we won't have problems with happiness in that city for long time.
I must stress on how important is to build HG in Utica... It's a cheap wonder (300shields) but gives same culture as Sistine (600 shields), so no matter what we must build it before Sistine.
and yes, I'd love to have marketplace in Utica but only when that city will have nothing else to build and we should rush marketplace there
 
I came up with more ideas for Tarkeel turns :)

Theveste should switch building galleys and Carthage will produce horses each 2 or 3 turns.
One galley is not far away from our shore can be returned.
I think we need 5-6 galles and therefore 10-12 horses initially to do some scirmishing against India... We can even make RoP agreement with Persians to make our life easier and heal horsemen on their land (they will heal right with RoP right?)
And i assume we want to fight against India first, since they are the closest and can't trade with us.

We probably would be able to start war against India during the smackster's turns
 
dmanakho said:
Theveste should switch building galleys and Carthage will produce horses each 2 or 3 turns.
No, let Theveste grow beyond 6 first with an aqueduct.
dmanakho said:
One galley is not far away from our shore can be returned.
Not the blocker,right?!!!

EDIT: @Dmanakho, it is 8pm here so I am at home...
 
You are correct about aqueduct, no not the blocker, there is another one near by.
if we do RoP with persians we might not need so many galleys and move horsemen to the other shore in 2 or 3 turns.

Do we want to open barbarian hunting grounds to train elites?? if so we need a well guarded designated area able to whithhold uprising (may be with help of Numidian Mercenaries) and make sure they can't reach our colonies
 
They will certainly heal with ROP, so we should get that with Persia.

I think we should encourage the barbs, but be warned that the uprisings could happen at any moment.
 
mad-bax said:
No Civ traits have been altered in this game.

The only rule change I made for SGOTM4 was to make iron inexhausible.

So that really means we have whole bunch of scientific civilizations in this game..... Well... we should definetely keep this in mind
 
Not if he refers to gotm28, it had the changes and if he took that scenario and did no changes to it then only one is a scientific.´Can't remember which tribe was scientific in it though. (Greece?)
 
Wotan said:
Not if he refers to gotm28, it had the changes and if he took that scenario and did no changes to it then only one is a scientific.´Can't remember which tribe was scientific in it though. (Greece?)

Is there any way to find out what traits civilizations have during the game???
I don't think we can rely in civilopedia in this situation
 
We'll only know when they get to the MA, and we'll only know for sure if we trade with them to get them to the MA on our turn, and we see that free tech.

In some games you get a clue, like when you meet Greek scout. But I doubt we'll find any scouts now.
 
I knew that, but i'd rather know in advance who is who, it might have affected our decision to gift one or the other civilization into MA for trading purposes
 
Sadly we'll just have to guess. But right now I feel we'll get beaten there, and probably by the scientific civ. There is a chance that our Republic may be tradeable, but apart from that I would not want to trade for it, you would never get the GPT back from ther other civs, they wont have enough cash.
 
(0) 350 BC
Switch BGs for Theveste and Leptis
Change Hippo to settler
Move to mountain on Utica, but can only hold for 9 turns before starvation this way.

IBT
Rome kicks our our archers

(1) 330 BC
Carthage: Library->Horse
Leptis Magna: Library->Galley (It should be disbanded, so not building aquduct)
Contact Germany: 8g, 4 cities total, down Philo, Lit and Construction

(2) 310 BC
Cancel the interdiction zone around Neapolis, and send our archers home
Contact Scandinavia: 26g, 3 cities, down a lot of techs.

IBT
Babylon starts Great Wall

(3) 290 BC
Carthage: Horse->Horse

(4) 270 BC
Hippo: Settler->Worker
Babylon and Ottomans are at tech parity.

(5) 250 BC
Carthage: Horse->Horse
Leptis Magna: Galley->Galley

IBT
Roman settler heads out.

(6) 230 BC
Hippo: Worker->Worker
Land first 2 horses on beachhead.

(7) 210 BC
Carthage: Horse->Horse

IBT
India starts GW

(8) 190 BC
Hippo: Worker->Worker
Leptis: Galley->Settler (can be veto'ed, but I think it's time to move it
Disband warrior in Hippo to get another worker out of it
Do a cut-off maneuver to deny roman settler access to roads.
Put Utica off diet, and put Carthage on 5 fpt.

IBT
Ottomans start great wall

(9) 170 BC
Carthage: Horse->Horse
Theveste: Aqueduct->Horse

IBT
Athens builds Great Wall. Monarchy isn't out, so cascades broken.

(10) 150 BC
Utica: FP->Colosseum
Hippo: Worker-> (disbanded)
Abandon Hippo and found Sabratha: Library
Disband 5 cats in Utica, bringing it down to 7 turns (last cat won't help)
I haven't joined in workers yet, there are a few native workers to join in. Irrigate the wheat first though.

Firaxis: 332
Jason: 440

Notes:
PLEASE!!! Don't leave units on auto goto past your own turns..
Also, you can tell if they are scientific if they are building a discounted libary when you establish embassy...
 
Yes good trick with looking for the cheap library build, although I would not want to spend the cash to get the embassy, and find they are not building a library :)

Assume Utica completed FP?
 
Tarkeel said:
I haven't joined in workers yet, there are a few native workers to join in.
I would rather we keep foreign workers and join our own since they (foreign) do not cost support. I do not know which you mean by "native" so just made this comment.
 
@Wotan: Native = our own :)

@Smackster: Utica: FP->Colosseum on turn 10 :)

Any thoughts on moving leptis magna to the Indian Island?
 
Tarkeel said:
@Wotan: Native = our own :) Any thoughts on moving leptis magna to the Indian Island?
Thanks, I guessed that but just in case... And, well played!

Let's wait until we have cleared the area for the next city and Smacksters comment is relevant too. Let's find out if the corruption tool is correct in predicting ~30% corruption in republic....

EDIT: No trades?
 
Tarkeel said:
PLEASE!!! Don't leave units on auto goto past your own turns..
Also, you can tell if they are scientific if they are building a discounted libary when you establish embassy...


I apologize for this one. It all happened because I messed up a turn count and thought i had one more to go of my own :blush:

Should we post the Utica's cultural points at the end of the turn log in addition to Firaxis, Jason scores?
 
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