SGOTM5 - Team MOTH

And our location has its own version of Cape Cod, although a but more mountainous and cold. It takes forever to get out to the end too, just like summer Fridays down route 3 to the bridges (and the famous "Cape Cod Canal Tunnel").
 
1750BC
Alles in ordnung but for Hun hanging out on our borders. No threat to anyone yet though.

Looking over the “Strategy Guide” provided in the above posts have nothing new to offer. Thanks, team. Now let’s see if the old monk can execute.

Colussus completes right on time and Moscow starts another worker.

Worker completes, start worker, then another, then a third, start spear.

In 1575BC learn writing and start max research on Map Making (29 turns).

In 1550 build spear and start around the horn for a little barb hunt.

In 1500BC discover the Hun camp.

Workers are mining the deforested grassland along the river. Spears are heading up the coast to the Cape.

Here you go stagnate:

Team MOTH 1500BC

SGOTM5_Team_MOTH1500BC.jpg
 
stagnate, did you get this?

Current rotation is therefore:

Up: stagnate - will play Tuesday evening.
On Deck: M60
TimBentley - skip Wed through Sunday
Chamnix
MOTH
Just played: Bede
 
Preturn check: MM for a couple extra gold, since we have more shields than needed for a three turn Spear build.

Turn 1 (1475 BC): Workers finish mine. Two move to road east, two road north. 1 mining tundra. spear move to cover.

Turn 2 (1450 BC): Workers...

Turn 3 (1425 BC): Workers. Vet spear takes out barb hut. Speark built, start spear. MM so we get shields on growth.

Turn 4 (1400 BC): Workers. Get 10spt now, but stay at 9spt since we don't need to crank production (yet) and it cuts research from 18-15 turns.

Turn 5 (1375 BC): Workers.

Turn 6 (1350 BC): Spear -> Spear. Workers.

Turn 7 (1325 BC): Workers.

Turn 8 (1300 BC): Workers.
IBT Spear defeats barb.
Turn 9 (1275 BC): Workers.

Turn 10 (1250 BC): Workers. Spear -> Spear.

The vet spear and two others are out looking for promotions and gold. Get bab huts and move around. Once we build the next spear switch to granary prebuild for harbor. Keep a spear or two handy for disbanding to speed harbor when the time comes, maybe even three.

Workers are building roads to likely city spots, keep them protected.
 
Keep the spears roaming and don't let the barb camps spawn any troops. Hate to deal with a bunch of barbarian horses with only one city. And the 25g sure makes a nice addition to the treasury.

Do we want to build a granary to keep the growth rate up?

I learned in a couple of personal OBC games that population in the capitol is crucial, and could make the difference between victory and defeat.
 
It's on the submissions page
 
The save at 1000BC

1250BC (Turn 0) MM in 9, one conscript barb on a mountain.

IBT- Spot 2 more barbs, that make 3.

1225BC (Turn 1) Nothing.

IBT- Conscript barb redlines our reg spear in the mountain.

1200BC (Turn 2) Spear>granary, due in 7.

IBT- zip

1175BC (Turn 3) Clear a Goth encampment in the south for 25g.

IBT- move workers around.

1150BC (Turn 4) Moskva pops to 6, MM town so MM and granary in 5.

IBT- zip

1125BC (Turn 5) Kill BW in north with spear, lose a hp.

IBT- Barb galley lurking in the south. Another BW spotted north.

1100BC (Turn 6) Fort north spear to heal.

IBT- nothing.

1075BC (Turn 7) Granary in 2.

IBT- north barb advances

1050BC (Turn 8) spear moved to meet barb

IBT- MM comes in, what’s the big picture, over to F1, Moskva granary>harbor in 3. Barb horse shows up by South Road.

1025BC (Turn 9) Pull the spears into the South road to protect it and workers. Spear to barb camp. Disband spear in Moskva, so harbor in 1.

IBT- Barb horse redlines our reg spear, but dies. Moskva harbor> galley in 3.

1000BC (Turn 10) Fort our red spear. And done. Warrior code in 10 @ -5gpt w/189 in the bank. Firaxis score 89.

Post turn: Workers are a bit vulnerable to a barb if they should pop up along the roads, but other than that looking fine.
 
I'm sorry guys, but I have found a bug in the PTW version of the game. Please take a break for a while so that I can get it fixed. I hope I can sort it out quickly.

I really am very sorry for the inconvenience but it appears that I didn't spend enough time playtesting the PTW version since all the big changes were in 1.29f.
 
Looks good - I will wait for mad-bax to post a fixed save.

It looks like no beakers have been invested in Warrior Code yet. My only question is do we want to stick with that, or do we want to go for something that will be more difficult to trade for?
 
Rotation:
Up: Chamnix - will play after ok from M-B
MOTH
Bede
stagnate
Just Played: M60

TimBentley - skip Wed through Sunday - will go back into rotation when he's back.

Thoughts (I haven't looked at the save yet):
Tech: It looks like one turn of research was done on WC. I still say forget about it, as its most likely that an AI will have researched this. We are going to need all our money to buy techs if the AIs already have MM. If they don't have MM yet, then we should be able to trade this around to get just about all the techs and contacts. I think we should start a minimum run on Literature.

Builds: worker, galley, worker, 1 or 2 more galleys. The 1st worker will let us grow back to size 6 in 3 turns and the second should grow back to size 6 in 7 turns (14 turns from now). We will then be at size 6 with 7 workers. We would join in 6 of those 7 workers and be at size 12. This will get our unit support much more managable and if we work 8 coast we will still have 4 suprlus food and can build an occasional worker later on.

Wonders: It might be good to build the Lighthouse while we wait for the AI to settle our Island. The extra movement point would be very good to have.
 
By all means, next up should change research as desired. Since it was last turn to select a new tech, I just grabbed the default. Our unit support cost is creeping up, (around 10 gpt) so I'd watch how many units we plan to support.
 
Since this is Regent, we have lots of money and no trade partners yet suggest that we keep spending gpt for research at maximum.

That was the other lesson learned from an OBC game where contact was delayed by the terrain: keep the Bunsen burners flaring brightly to the extent you can until contact is made with at least two other nations, That strategy also served me well in an OCC victory on Emperor.

Concur that the Lighthouse is a good choice for a wonder, for if we fail, we have a solid pre-build for the Great Library.
 
Guys, your game has been fixed and you can continue to play.
Once again I apologise for the inconvenience.
 
The 1000 BC save has been fixed. Some teams have to replay from 1000 BC and some teams have to play up to 1000 BC before M-B can apply the fix.

Either way, we can proceed with Chamnix's round of turns.
 
Pre-Turn - Look around. Nothing visible has changed in the save, but I didn't expect it to. Change research to literature at 100% - 18 turns at -10gpt. We have 189 gold now, but we will hopefully disburse some barbarian camps.

Turn 1 (975) - Vet spear kills barb - 2/4.

Turn 2 (950) - Reg spear disburses Khazak encampment + 25 gold. Reg spear kills barb. MM Moskva to get +2 gold.

IBT - Moskva Galley --> Worker (on growth to 7).

Turn 3 (925) - Galley drops worker/spear pair in game forest to road their way back.

IBT - Moskva Worker --> Galley.

Turn 4 (900) - Nothing.

IBT - Barb horseman comes from NE furs - have to be very careful with workers.

Turn 5 (875) - Nothing.

Turn 6 (850) - MM Moskva for extra gold.

IBT - Moskva Galley --> Galley.

Turn 7 (825) - Reg spear disburses Alemanni camp +25 gold.

Turn 8 (800) - Reg spear loses cleanly to barb warrior in south. Worker in south is temporarily undefended - since south barbs were not horses, I will try to let him finish road he is working on before heading back to protection.

Turn 9 (775) - Reg spear defeats barb horseman 2/3. MM Moskva for extra gold.

IBT - Moskva Galley --> Spearman?

Turn 10 (750) - Nothing.

No contacts during my turns. We have 125 gold, literature in 6 at -13gpt.

I am sending the galleys to the islands we can already see first instead of suiciding them. Differential Naval Movement means it takes a couple turns just to get away from Moskva.

I set Moskva on spearman because we have 6 workers and 6 military units, and 2 of the units are MP so the workers guards are not great, and barbarians are getting more common. If we are going to build the "Great Lightbrary", we should probably start that now, and we can join a worker or two back to Moskva to get up to 15spt instead of building more military.

Firaxis = 94.


http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_BC0750_01.SAV
 
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