SGOTM5 - Team MOTH

Ok, M60 is up then.
Rotation:
M60 - up now
Chamnix
MOTH
Bede
TimBentley - Just played
stagnate - skipped
 
The save

Turn 0 (150BC) Many barb horses in the north. This is not good.

IBT- Barbs move about. Moskva rax>spear.

Turn 1 (130BC) move south spear closer to home.

IBT- Barbs still move about. Sink 2 raider barb galleys.

Turn 2 (110BC) Sell Lit to Lincoln for 202g.

IBT- 3 barb horses die, as we get an elite spear. Moskva spear>worker.

Turn 3 (90BC) Move elite spear back to Moskva, advance the vet and fortify for some combat experience. Keep the galleys moving.

IBT- Barb warrior dies against north spear. 2 barb horses in Moskva’s area.

Turn 4 (70BC) Elite spear escort moves to get worker to iron next turn.

IBT- This is really not good. Barb horses are everywhere, and destroy mine tile. Can’t protect our improvements around Moskva with the defense that’s been left. :(

Turn 5 (50BC) Get iron connected up, but production in the capital is falling off with destroyed improvements.

IBT- Lose another road tile. Barb horse dies attacking Moskva. Barb galley sinks against our galley. Palace expansion, Celts building Glib.

Turn 6 (30BC) Vet archer kills barb horse, promotes elite.

IBT- More Glib builds start. A barb horse redlines our spear.

Turn 7 (10BC) Sink barb galley.

IBT- Lose a galley to barbs, our iron road is cut.

Turn 8 (10AD) Move worker accidentally exposing him in the open.

IBT- worker gets killed. :mad:

Turn 9 (30AD) Kill 2 horses.

IBT- More barbs.

Turn 10 (50AD) Fort everything.

Post turn- We need a new strategy. Never had a game like this before where barbs are going to keep us pinned down until we get overrun by someone else. They’re just multiplying too fast, more than the one unit per two turns we're generating. Score 107.
 
It looks like I underestimated the barbs. I also missed the northwest and the southwest camp. The barbarian uprising produced 32 horsemen, I believe, so there's about 24 more to go.

By the way, I originally was asking about our military before I decided to look myself, so M60's post can be in context.
 
Well, now I know what M-B means when he says "regionally intense barbarians" What's making it worse is the lack of an AI neighbor to absorb some of this.
 
I got it.


Our situation:

Moskva - size 8, -1fpt, 13spt, 19gpt (uncorrupted). Since we cannot get to 15spt anymore, we only need 10spt for building the available military, so I will rearrange tiles worked to get to +2fpt, 10spt, and 19gpt. Barbarians everywhere so military is the order of the day.

We have no workers anymore - I can try to squeeze at least one out sometime. Hopefully everyone is using something like CivAssist or checking each rival every turn to see if anyone has workers for sale. Buying workers would be ideal.


Our rivals:

Egpyt - 6 cities, down Philosophy, Code of Laws, Literature, Polytheism, Currency. 3g+0gpt. Iron and Horses. Embassy costs 50.

Spain - 6 cities, down Literature, Construction, Polytheism, Currency. 6g+0gpt. Iron and Horses. Embassy costs 55.

America - 9 cities, down Engineering. 52g+0gpt. Iron and Horses. Embassy costs 97.

India - 8 cities, down Literature, Engineering. 22g+0gpt. Iron and Horses. Embassy costs 55.

Arabia - 16 cities, up Republic, Monarchy, down Engineering. 95g+0gpt. Will give us Republic, Monarchy and 95g for Engineering. Iron and Horses. Embassy costs 60.

France - 10 cities, up Monarchy, down Currency, Construction. 17g+0gpt. Iron and Horses. Embassy costs 68.

Iroquois - 10 cities, up Republic, down Currency, Construction. 0g+0gpt. Iron and Horses. Will give us Republic for Currency, Construction + World Map. Embassy costs 119.

Japan - 8 cities, up Republic, Monarchy, down Engineering. 0g+0gpt. Iron and Horses. Will give us Republic and Monarchy for Engineering. Embassy costs 109.

Aztecs - 4 cities, down Engineering. 6g+0gpt. Iron and Horses. Embassy costs 75.

Celts - 5 cities, down Engineering. 34g+0gpt. No Iron, no Horses. Embassy costs 66.

England - 8 cities, down Engineering. 1g+1gpt. Iron and Horses. Embassy costs 56.

Mongols - 3 cities, down Literature, Polytheism, Currency, Construction. 10g+0gpt. Iron, no Horses. Embassy costs 101.

Zulu - 9 cities, up Monarchy, Republic, down Engineering. 36g+0gpt. Iron and Horses. Will give us Republic, Monarchy and 36g for Engineering. Embassy costs 57.

China - 5 cities, down Currency, Construction. 0g+0gpt. Horses and Iron. Embassy costs 49.

Scandanavia - 7 cities, down Engineering. 52g+0gpt. Iron, no horses. Embassy costs 44.


The plan:

If we want Republic, I think we should get it from the Iroquois - we are still 22 turns away, and there is no need to give anyone Engineering just yet. In Republic, our current military will cost 14 instead of 6. It looks like we only gain +4gpt for getting out of Despotism although we will gain an additional +2fpt so there is the possibilty of more gold as our city grows, but we also lose our MP happiness so will have to bump up luxuries. Think we can afford anarchy right now with all the barbs? If we trade for Republic, we cannot reroll if we get a long anarchy, right? It doesn't sound to me as if Republic is viable right now.

We are in no position to attack anyone anytime soon with our barbarian problems, but I see no reason not to start a phoney war or two. I would like to declare on America, and join in India with Literature and gold (if necessary).

I really want to slow down Arabia with their 16 cities - we can declare on them and join France with Construction and Currency, but there is some danger that Arabia will be too strong for France and gain too much ground. If we don't get Repubic from the Iroquois, we could join them for Currency and Construction and hope France lets them through.

We could also declare on Scandanavia and join China with Currency and Construction - Scandanavia has more cities, but China is more advanced and China is strong compared to us while Scandanavia is only average.

I won't play until tonight, so people can comment.
 
My thoughts are that since we are the only Scientific civ, we should not trade away Engineering until another Civ has a MA tech.

As for phoney wars, we need to keep Arabia from becoming a run-away civ. Declare on them and bring in the 4 closest civs in on alliances. Its ok with us if the AIs destroy each other.

As for the Barb situation, we definitely need to get some beeter offensive units than archers. Lets try to get the iron hooked back up so we can build a few Swords and maybe some Horsemen. I would say we will always want to keep 2 Horsemen in training against barbs once we clear up the problem.
 
I agree with not giving up engineering – when I started seeing what we could get for engineering, I did not realize we could get republic without using engineering.

The problem with Arabia is they are on the end of the long land mass – France is the only one adjacent to them. Having AI’s destroy each other is generally good, but as you mentioned, we don’t want Arabia to start running away from the others so if we get them into a war, we want to make sure they have opponents who won’t be easy for them. We can certainly MA France. We can MA Iroquois if we do not care about getting Republic yet (of course, it would be nice to get Republic even if we are not planning to revolt yet just so we can start researching Feudalism). After that comes Japan, and we don’t have anything to offer them except gold (or engineering). I don’t know if it we really want to pay them much to “fight” someone two civs away.

On the other side of Arabia, we have India who doesn’t even know Arabia exists yet. I did not see what I could get for trading contacts. I don’t remember - is there an easy cross point between Arabia and India? Is there is, then we might as well see if we can get Republic/Monarchy for contacts, and clean out everyone’s gold for contacts. If not, then there is no point in bringing India in against Arabia.

Now that I am thinking of the possibility of getting Monarchy for contacts, maybe we should consider forgetting about researching Republic and switch to Feudalism right away despite the wasted beakers. It is likely to be a very long time before Republic is good for us – the additional military support will be way more than the extra income so that even Despotism may be better than Republic. I think we are better off trading for Monarchy and revolting to that ASAP.

Once we have a worker, we should rehook iron as soon as we are sure we can defend the connection – if we can’t defend it, then we are better off re-improving the tiles near Moskva we can defend. I agree with your horse strategy long term, but it will be a while before we can defend that connection and spare a worker for another colony.
 
Ah, Contacts, I hadn't realized we had not traded contacts yet. IIRC, there is an easy crossing point in the west, and there might be one between India and Arabia. I think now would be the time to cash in on the contacts. We should be able to get both Republic and Monarchy for contacts as well as most of the gold in the world as well as some MAs.

Knowing the location of Arabia, lets not get France in on the fight right now, but instead sign 4 other nation on their continent + India into MA against Arabia. This will keep them at war for a long-long time as the WW won't get to them much against the furthest nations and the war will generally happen in France's territory. If Arabia does happen to capture a city it will be far enough away that one of the other nations will recapture it easily.
 
Trading contacts and fomenting WW1 can only work to our advantage while we clear up the barbarian problem, slows everybody else down and buys some breathing space, weakens the target civs in our favor and hsould reditribute resources a little, hopefully to our advantage...
 
http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_AD0250_01.SAV

Pre-Turn - MM Moskva to get 10spt, +2fpt.

India will not be able to cross to Arabia, so an MA there is out, but I think we will see what we can get for contacts...

Build embassy in France -

Paris has iron, horses, and wines, 9spt, pyramids in 13. They have already built heroic epic but no other buildings. 2 regular spears in garrison. 70% science spending, 0% lux. France is already at war with Arabia! They have RoP with Iroquois, Aztecs, Scandanavia, and Zululand.

Build embassy in India -

Salamanca has iron, no luxuries, 9spt, pyramids in 13. Heroic Epic but no other buildings. 3 regular spears. 80% science, 0%lux. They have an RoP with America.

Build embassy in China -

Beijing has iron, horses, and silks, 10spt, pyramids in 11. Heroic Epic but no other buildings. 2 regular spears. 40% science, 0% lux. No wars/RoPs.

Build embassy in Zululand -

Zimbabwe has horses and no luxuries, 4spt - not remotely close to completing pyramids and in anarchy now. No buildings. 2 regular impi. 100% science. RoPs with Arabia, Aztecs, and France.

Build embassy in Iroquois -

Salamanca has iron and wines, 7spt - not close to completing pyramids and in anarchy. No buildings. 3 regular spearmen. 70% science. RoPs with Aztecs, Arabia, France, and Scandanavia.

Offer France to ally with them against the Arabs and throw in Currency for Monarchy and 1g - done.

Declare on America. India joins us for Literature and Monarchy, and they even throw in their 22g and a world map.

We declare on Scandanavia. China joins us for Construction.

I meant to declare on England and get the Zulu to join, but we don't have anything to offer Zulu, so I build embassy in England.

London has horses, no lux, 7spt, Great Library in 46. 3 regular spearmen. 80% science. RoP with the Aztecs.

Declare on Zulu. England joins us for Monarchy and our world map. Our World Map made it go from doubt it to acceptable - I think I will offer our world map to all of the eastern/southern continent again.

We get 6g from Aztecs, 16g from France, 34g from Celts, and 10 from the Mongols.

Move elite spear back to Moskva, vet spear and vet archer take his place.

Revolt to Monarchy - draw 3 turns. Rearrange Moskva again to prevent riot.

Finally press enter.

Fortified vet spearman on our mountain iron colony drops 2 hp before beating a barb.

The people love all the wars we started so they add to our palace.

Turn 1 (70) - Vet archer cleanly defeats barb horse. Vet archer cleanly defeats barb horse.

IBT - 5 barbs die - we get 1 archer and 1 spearman to elite. The Chinese and Indians are building the Great Library.

Turn 2 (90) - Try to move elites back toward Moskva - I will see if I can locate a winning spot for our conscipt warrior. Oops - didn't notice the galleys were fortified - start moving the damaged one back toward Moskva for repairs. The healthy one moves back as well to pick up someone to pop those huts.

IBT - another barb dies. We become a Monarchy. The French are building the Hanging Gardens.

Turn 3 (110) - Rearrange Moskva again. Get 10spt, +4fpt, 25gpt (1 lost to corruption). The immediate Moskva area looks secure, so I will start pushing out workers. It will cost us some gold, but we can rejoin them later, and we desperately need them now. Vet archer kills another barb, 3/4. Elite archer kills barb cleanly - we are running out of vets. Change research to Feudalism at min (max would be 35 turns).

IBT - 2 more barbs die. Moskva Worker --> Worker. Our palce gets another addition. Moskva expands. Zulu start the Great Library.

Turn 4 (130) - Elite spear boards galley to go goody hut popping. Worker moves to bonus grassland.

IBT - 2 more barbs die - another spearman becomes elite. Moskva worker --> warrior (future swordsman). Iroquois start Hanging Gardens.

Turn 5 (150) - Worker irrigates. Other worker moves to reconnect iron. Regular spear disburses a barb camp.

IBT - Aztecs declared war on the French - doesn't look like a single city has been captured or destroyed in any of our little wars. Moskva warrior -->warrior.

Turn 6 (170) - India has founded Hyderabad on our continent, but they picked a poor location - they did not go for any grassland.

IBT - Moskva Warrior-->Warrior. China is building the Great Library.

Turn 7 (190) - Nothing.

IBT - Moskva Warrior-->Warrior.

Turn 8 (210) - Hyderabad is size 2 already. I obviously missed when it was first built. We have 12 turns remaining in our alliance with India against America - it would not be good to break that deal - we can wait patiently until it's over before helping ourselves... Elite spear kills another barb.

IBT - Another 2 barbs impale themselves on our spears. Moskva warrior-->worker. Iron is reconnected. English are building Hanging Gardens. Spanish are building Great Library. Spanish complete the Pyramids in Madrid, and the great cascade begins.

Turn 9 (230) - Warrior disburese barb camp. Archer kills barb. Upgrade 4 veteran warriors to swords. Spearman kills barb.

IBT - Scandanavia and China agreed to peace. France and Arabia agreed to peace. Moskva worker-->Galley (can be changed). Aztecs complete Great Library in Tenochtitlan. Arabs complete the Great Wall in Najran. French complete the Hanging Gardens in Paris. Cascade broken?

Turn 10 (250) - Nothing.

Our situation looks OK. The barbs are still around, but they are under control somewhat. I did not move the worker in Moskva yet - not sure where he is best suited. We have a worker ready to set up a horse colony. The Indians have finally come to our island, but we should wait until our MA with them against America expires before attacking. The injured galley is heading home (I sent him the wrong way at first thinking there might be a shortcut). The uninjured galley with the spearman is looking for goody huts that the Spanish haven't found yet. The two continents still don't know each other, and I do not think the northern/western continent has seen our world map at all. The wars I started are fizzling out instead of snowballing like I had hoped, but they shouldn't be too hard to restart now that the other civs have some enemies.

Moskva should be permitted to grow again so our income increases and so we get back to 15spt. Consider a granary?
 
got it. Iwill try and play before wifey wakes up (I,m up with the baby typing with one hand).

There's a nice big granary in Madrid :evil:

I will build some workers to connect and improve the indian town and join back in later.
 
Didn't get much done yet but we have a new city - St Petersburg! Here is the start of my turn log:

preflight - there is a crossing point between Arabia and Seattle - that differential naval movement can get across a coast-sea-ocena-sea-coast straight. China already has a city on the far south of the Northern continent (possibly a barb sink). We should trade contacts soon. Moscow looks good at +5fpt and 10 spt we can build a unit in 3 and then a worker for a few turns. I trade maps for most of the gold in the world (except for those countries we are at war with).

IBT - There is another crossing point as I just saw a Japanese Galley cross.

Turn 1 - Pop a goody Hut and get a size 3 city :) !!!! that is already starving. I rush a worker, but I think it will still starve.

IBT - Spain drops a settler pair. Scandinavia and France have a MA against Aztecs. Our new city is attacked by 2 barbs and our spear is 3/5. Our galley is attacked by 2 barbs and is promoted to elite at 4/5. Worker builds and start a harbor in St Pete.
 
preflight - there is a crossing point between Arabia and Seattle - that differential naval movement can get across a coast-sea-ocena-sea-coast straight. China already has a city on the far south of the Northern continent (possibly a barb sink). We should trade contacts soon. Moscow looks good at +5fpt and 10 spt we can build a unit in 3 and then a worker for a few turns. I trade maps for most of the gold in the world (except for those countries we are at war with).

IBT - There is another crossing point as I just saw a Japanese Galley cross.

260 (1) - Pop a goody Hut and get a size 3 city !!!! that is already starving. I rush a worker, but I think it will still starve.

IBT - Spain drops a settler pair. Scandinavia and France have a MA against Aztecs. Our new city is attacked by 2 barbs and our spear is 3/5. Our galley is attacked by 2 barbs and is promoted to elite at 4/5. Worker builds and start a harbor in St Pete.

270 (2) - Build a horse Colony. Start shopping WMs again and I notice that the Celts have both Wine and Wools available. There are still 8 turns left on the MAs and the way the AIs are moving I bet they will be trading contacts soon. We will be happy for 20 turns anyway :) :). I sell the contacts with the nations we are at war with first. Celts give us everything they have contact with the Americans. After checking the MAs, I get peace with the Scandinavians for 2 contacts for what they've got and with Arabia for 3 contacts what they've got. At the end of trading we have all the gold in the world except for Zulu and America's and we don't have Republic.

IBT - Barb horse attacks St Pete. Moscow Galley-Worker.

280 (3) - Soword kills a Barb Base for 25 G. I shop some more contacts around but it doesn't net us much. Elite Spear kills a barb camp for 25G. I miss move a spear which puts the Iron colony at slight risk so I move more units.

IBT - Barb warrior moves away from Iron. Moscow Worker>Horse

290 (4) - Kill barb warrior.

300 (5) - Buy a Spear in St Pete so the other can explore.

IBT - Arabia demands Engineering - We are at war again. An American Settler Pair (archer defense) in the north founds Detroit near Hyderbad on better land (they use our roads). A barb galley attacks one of ours and loses. St. Pete - Spear-Harbor.

310 (6) - Move units.

IBT - Moscow Horse-Worker

320 (7) - zzz

IBT - Barb horse loses to Spear near St Pete. Moscow Worker-Horse

330 (8) - Sword kills a barb camp. Sword kills a barb warrior. No Promotions.

340 (9) - zzz

IBT - Barb horse attacks near St Pete. Detroit grows to size 2.

350 (10) - Move a couple units adjacent to Detroit and 2 more Archers close in. Trade WMs again to get updated Barb Camp locations.

Analysis: England has a 1 tile city. We will need to get this in a peace treaty so England should be one of the next countries we declare a phoney war against and we will keep it up until they agree to cede Liverpool to us. The Galley in the South with the Horse is heading to pop the goodie hut on the mountain island. The other Galleys are heading home. The Spear near Moscow is going to be the second MP. I've been alternating Horse and Workers in Moscow. We have 4 workers now, so after a couple more cycles we can join them all in and be up near size 12. I'm planting forests in the Tundra for best production.

We should be able to capture Detroit from the Americans before we go to peace and then send the stack to Hyderabad. The worker nearby will be able to build a road quickly into Hyderabad.

The worker in St Pete should try and road a mountain towards the West next to help move units.

We can rush a harbor in St Pete and that will let us grow.

http://gotm.civfanatics.net/saves/sgotm5/MOTH_SG005_AD0350_01.SAV

I didn't note the Jason or Firaxis scores.

Rotation:
Bede - up now
TimBentley
stagnate
M60
Chamnix
MOTH - Just played
 
Got it. Play tomorrow.
 
Russia in 450AD

Cancel the English and Indian alliances, then hire the Mongols to fight the Zulu.

The American archer at Detroit proves amazingly durable but in 370 the town is ours.

WooHoo [dance] our first town!!

The Aztecs want to trade their map for ours and Engineering, no, nyet, non, what part of "no" don't you understand? Here's a map of our tundra, now go away.

In 390 pillage two more barb camps on the home island.

In 400 pillage another babarian camp and the Aztecs declare on the English.

In 410 bust the barbarain camp next to Petersburg. The Mongol comes calling to demand Engineering and 45g, he has got to be kidding, and he is. He goes back to fighting the Zulu.

In 420 start the move on the Indians and the Arabs land an archer at Detroit.

The garrison sword at Detroit removes the threat in 430 and the Americans build New Orleans on the northern peninsula.

Move a spear to block any Americans from New Orleans and add a worker back to Moscow for 15spt. Move workers to Detroit for a little lumberjacking.

In 440 Gandhi comes looking for our World Map and engineering in exchange for hs world map. Tell him to put his parchment where the sun don't shine. Brennus wants to trade Republic for Engineering, nope, not yet, don't need no Duma.

In 450 a worker arrives at Detroit to start watering the cows and the sword in the east empties yet another barb camp.

The Celts and Japan now have Feudalism. We can get Togu's treasury, maps, Feudalism and Republic for Engineering. I will leave it for the next better player. We could probably shop Engineering and or Feudalism for the rest of the gold in the world if we wanted to and a little more war, though the other nations seem to be doing fine without our help.

There is a tidy stack of troops standing on the hill that blocks India from the main body of the island. I am sending a galley loaded with a horsemen and a sword to the sea between St Pete and the homeland and two more galleys are on the way to Hyderabad. Once we declare on Gandhi and take Hyderabad I think loading up a couple of ships and heading straight for India is a good idea.

This is a very complex diplomatic game. Very different from what I had expected. We will need outposts, friends and enemies on every continent by the end of the MA. And lots and lots of Cossacks.....

 
450(0)-sell engineering to Japan for feudalism, republic, WM, 2gpt, 38g
MM Moskva for MDI production
monotheism is less likely to be researched by AI, so set research there

IBT-France, Aztecs sign peace
Japan, Celts start Sun Tzu's

460(1)-zzz

IBT-Moskva MDI->market
Iroquois start Sun Tzu's
lose wool, wines

470(2)-set lux to 10%

IBT-Arabs start Sun Tzu's

480(3)-boats getting ready for an eventual attack on India

IBT-Detroit library->barracks
India starts Sun Tzu's

490(4)-spear takes out a barb camp
Hyderabad is now size 2; declare war and move troops into position, horseman retreats leaving spear 2/3

500(5)-archer captures Hyderabad, settler
France has monotheism but wants engineering, feudalism, 300+ gold for it

510(6)-spear takes out a barb camp
New Orleans grew
sword takes out a barb camp

IBT-Indian MDI takes out sword
Vikings, India start Sun Tzu's

520(7)-horse, sword die attacking Lahore
MDI captures New Orleans

IBT-Indian MDI takes out horse

530(8)-buy monotheism from England for engineering, 36g
start research on chivalry
get maps from goody hut
spear dies attacking barb

IBT-Spanish galley sinks (disbanded)
Moskva market->MDI
America, England start Sun Tzu's

540(9)-zzz

IBT-Aztecs, England sign peace

550(10)-units in place to attack Jaipur (should have done this first)

Notes: Pillaging India's iron might be a good idea

Here is the save.
 
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