SGOTM5 - Team Smackster

There is one team who is always a deadly serious competitor for the Spam Laurel... Their name shall not be spoken but for those who are not afraid of them it is the XTeam.

Here is the statistics for SGOTM4 from their team's thread:

AlanH said:
As a little exercise in extracting data from the forum pages, I did a statistics run on posts per turn played for each SGOTM4 team:

Xteam - 2.33
offa - 1.84
Smackster - 1.55
Bugsy - 1.20
jeffelammar - 1.08
Staff - 1.00
Bede - 0.96
Peanut - 0.78
alamo - 0.78
Grayarea - 0.66
Tone - 0.66
tao - 0.64
Ivan - 0.41

These numbers don't include posts by lurkers or MB, only team players.
 
smackster said:
If unsure at any point, just stop and post, there is usually somebody on-line who can give advice.

that is actually a great advice and not just for the new members of the team...
We always do that. One head with brain is good but two or more is better. :)
 
dmanakho said:
There is one team who is always a deadly serious competitor for the Spam Laurel... Their name shall not be spoken but for those who are not afraid of them it is the XTeam.

Here is the statistics for SGOTM4 from their team's thread:
I think the different victory conditions changed the stats, as the conquest teams had more to talk about. For much of our 20k game, there really wasn't much to discuss.
 
Most went great only one went bad ( I was portugal ) and I couldnt stop the AI from winning diplomacilly. One that im almost done with is a huge pangea with 80% water as China I have about half of the continent in 1400 Ad's. And one that I have just started is aurond 200 Ad as byzantines on a 80% pelago map which I am doing pretty good , ahead in techs. I'd say im ok at emperor but need to play a few more to be comforabtle staying there.

And I will probaly be able to play tonight.
 
Everyone,
Thanks for the greetings.

Currently I play at emperor level, but have been flirting with demigod a couple of times too.

Scanning the thread now... to be up to date...
Will be back with some ideas tomorrow :)

JJ
 
It appears that all our units, conscript, popped or whatever count towards unit costs. So I popped a warrior and he now counts as a unit, normally they are free right? So I had to disband him.
 
tomasjj said:
Everyone,
Thanks for the greetings.

Currently I play at emperor level, but have been flirting with demigod a couple of times too.

Scanning the thread now... to be up to date...
Will be back with some ideas tomorrow :)

JJ

Note this is PTW, so no Demigod. Actually you can play these games with C3C, but if you do the save will be invalid and will have to be done again so watch out for that.
 
Posts really fly by here...
As for difficulty, keep in mind that this is PTW. I find that Conquests is usually one level easier then PTW, IE DemiGod Conquests is about emperor PTW. This is mainly because the very lax (broken) barbs, and the lack of early comm trading for the AIs.
 
T0 2550BC

From what I see we should not chop anymore forests inside our radius after this one, the city will grow to use them all, I think.

T1 2510BC

Worker chops forest and the archer completes. Worker finishes road. Will work the last green, and then road to the furs and colonise as that seems like it will get us most for now

Collossus in 29, but growth in 2 and only 7 shields right now. Archer allows us to push happiness to 0%

T2 2470BC

Scout pops a hut and gives us a damn warrior, should have been a settler.

Notice that all the popped units are counted in unit support, that warrior I just popped is so far from home and will be disbanded then. Hopefully settlers are turned off somehow as anybody getting one will have a major advantage

T3 2430BC
Moscow grows and gets Collossus in 21 now, Disband warrior. Slider 2.7.1 to keep us from going bankrupt and researching.

T4 2390BC

T5 2350BC
I get the impression there are no barbs in this game, or no random ones
Worker complete mine on horse hill, will road it. The forest on the river gives the same value as that hill.

T6 2310BC
T7 2270BC
T8 2230BC
Worker completes road on deer, that helps us to get writing in 4 now. He moves to furs, as Moscow will expand in 9, he will road the furs and not build a colony or it will be gone when it expands with no rad
Worker completes mine on grass->road

T9 2190BC
I make the executive decision to colonies the furs, we have completed most of our worker that matter, and that will give us the furs now and save us the unit costs.

T10 2150BC
Looks like there is a road to the furs, so I'm not sure what happens when it expands, maybe we get a free road

Scout is still wandering around trying to get another hut. Writing in 2 at +1, but should be able to turn down next turn. Need to watch that slider

Moscow is MM'd off the fish, as the extra commerce only goes to happiness and it doesn't need it. That gives us Collossus in 10.

sg5.jpg


score 56
 
Tarkeel said:
Posts really fly by here...
As for difficulty, keep in mind that this is PTW. I find that Conquests is usually one level easier then PTW, IE DemiGod Conquests is about emperor PTW. This is mainly because the very lax (broken) barbs, and the lack of early comm trading for the AIs.
The broken barbs in Conq seems to be fixed now. Add a line to the .ini file as per Cotm6 announcement page.
 
Important for MjM

We are getting 11 sci per turn, which would give us MM in about 28, with Collossus in 10 turns, I strongly suggest we continue to research MM at maximum and not at 10%.
 
Good turns, the only thing I have a different opinion re. is the use of a Worker to colonize the furs. I would rather have joined it to Moscow after roading the furs. Moscow built the Temple mainly for this not to be necessary as it would expand fairly quickly. An extra pop in Moscow OTOH takes 10-40 turns (no granary) depending on how food is utilized...

Next 10 turns: After Writing, shall we go 40 turns on MM or max science? Max science would probably make it available in 25-30 turns at 288 beakers. The Colossus will help out a bit after 10 turns, but we could have a nice pile of gold to trade with if going "40 turns".

EDIT: At 11gpt prior to Colossus we go "max science", I agree with Smackster (and also on the Micro managing issue, with only one city not tuning all sliders and checking optimum placement of citizens each turn is a "capital offence". Consider yourself warned! ;)
 
Wotan said:
Good turns, the only thing I have a different opinion re. is the use of a Worker to colonize the furs. I would rather have joined it to Moscow after roading the furs. Moscow built the Temple mainly for this not to be necessary as it would expand fairly quickly. An extra pop in Moscow OTOH takes 10-40 turns (no granary) depending on how food is utilized...

Next 10 turns: After Writing, shall we go 40 turns on MM or max science? Max science would probably make it available in 25-30 turns at 288 beakers. The Colossus will help out a bit after 10 turns, but we could have a nice pile of gold to trade with if going "40 turns".
Yes, joining would have probably been better, but its too late.

I think we should research at max. I think we can get it in less than 20 turns taking into account Colossus.
 
@Smackster: Good turns and i believe conscript units popped from huts always count and never free. edit: only slaves are free

Yes, Research MM on maximum please...
What kind of m-management is required around Moscow at this point?

1. Check science slider and luxury slider every turn to make sure we do not overpay on science and Moscow doesn't riot.
2. Do we need to shuffle citizens across the tiles?
 
As far as I can recall it from earlier games I have disbanded popped Warriors before to avoid paying support for distant loners.

See my edit above re. research, I agree "max science" we will probably have it in less than 25 turns and that decides it. We need to find someone to trade with and then plunder.

EDIT: when the worker roading the tile next to Moscow finishes we should join it to Moscow. A single worker is enough for us in the near future and any future Workers needed should hopefully be "slaves".

EDIT2: @MjM, game preferences are probably set not to show units in cities, you can change that when you open the save if you want to.
 
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