SGOTM5 - Team Smackster

Something is wrong with the graphic in this town.. :)
I was like ..."I dont see garrison on the picture", loaded the save and no units in moscow... right click and i can see W and A... waking them up they are visible, fortify them back and they dissapear from view :crazyeye:

Wotan said:
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".

I was about to suggest the same but after worker roads forest tile across the river, that will give us an extra commerce, but i haven't calculated if that extracommerce will bring us anything. The problem with joining worker to moscow now is that we will have to turn lux slider up a notch so there is a trade off right there... but again i can't calculate all the shields/commerce right now.
 
MjM said:
Does anyone else see borders south of the furs by the silk in that sceernie?

If so, send the scout south to patrol the coastline and hopefully a unit will show up and make contact possible.

@Dman, as in my edit on last page, change game preferences, I might have (or Smackster) unchecked one box too many when I opened up the save. I know from past SGOTMs we have different favorite settings.

OK, 1am, time to make some Zzzz ;)
 
Wotan said:
If so, send the scout south to patrol the coastline and hopefully a unit will show up and make contact possible.

@Dman, as in my edit on last page, change game preferences, I might have (or Smackster) unchecked one box too many when I opened up the save. I know from past SGOTMs we have different favorite settings.
Not me I take what I'm given, even if I have to watch 100 friendly AI graphics wander by
 
Check the SGOTM submissions page for the save. That is the place to find and return the game save after each player. Some of us do post it in this thread too but that is not mandatory.

EDIT: it is there, I checked it now.
 
dmanakho said:
I was about to suggest the same but after worker roads forest tile across the river, that will give us an extra commerce, but i haven't calculated if that extracommerce will bring us anything. The problem with joining worker to moscow now is that we will have to turn lux slider up a notch so there is a trade off right there... but again i can't calculate all the shields/commerce right now.
Even if the added pop will make people less happy, turning him into an entertainer/scientist/"the third type/gold generator" will lower our support cost so no real problem. And an entertainer will keep another two pop OK so we win in any case.
 
Here it goes:

Turn 1 - Join worker to Moscow , change it to entertainer , raise science to 90 % making +1 gpt. Scout goes N NW

Turn 2 - Worker goes to forest , Scout SW , E

Turn 3 - Scout NE , worker starts on road.

Turn 4 - Scout NW , N

Turn 5 - Scout SW

Turn 6 - Scout SE , S

Turn 7 - Scout S
IT: Moscow expands
Turn 8 - Scout SE , E
IT: Worker completes road.
Turn 9 - Worker goes W , W , to tundra , Scout SE , S

Turn 10 - Scout S , E , worker starts mining on tundra.

Collossus is complete in 1 turn which after we should build a galley follow by another galley (even if it is unit support). MM has 16 or 15 turns left and I have really no clue what to reaserch next. Most of our island seems to be explored. The 'borders" I thought I saw was just the graph :mad: . Not much happening right now , that will change when we finnaly make our first galley.

Edit: Grr :mad: I only played 9 turns just checked SGOTM page it seems must have counted the end of the turn Smackster played. :mad:
 
Good... We will have collosus and more money for research
Don't worry about miss-calculation with the turns...
It happens often... It will be useful though if you posted dates together with turns... It helps everyone to visualize timeline. It will also help you with the better turn management...
In SGOTM3 i posted entire turn-table, i will find that post and re-post it here.
 
Here it is.
I only now noticed i played 19 turns instead of 20 myself.


Turn 0 => 4000 BC then 50 years per turn until ...
Turn 25 => 2750 BC then 40 years per turn until ...
Turn 50 => 1750 BC then 25 years per turn until ...
Turn 90 => 750 BC then 20 years per turn until ...
Turn 140 => 250 AD then 10 years per turn until ...
Turn 240 => 1250 AD then 5 years per turn until ...
Turn 340 => 1750 AD then 2 years per turn until ...
Turn 440 => 1950 AD then 1 year per turn until ...
Turn 540 => 2050 AD

SG change-overs:

Turn 0 => 4000 BC
Turn 20 => 3000 BC
Turn 30 => 2550 BC
Turn 40 => 2150 BC
Turn 50 => 1750 BC then every 250 years until ...
Turn 90 => 750 BC then every 200 years until ...
Turn 140 => 250 AD then every 100 years until ...
Turn 240 => 1250 AD then every 50 years until ...
Turn 340 => 1750 AD then every 20 years until ...
Turn 440 => 1950 AD then every 10 years until ...
Turn 540 => 2050 AD
 
Triple post :blush:
I am going for the Spam Laurel :crazyeye:
Loaded the save...

@MjM. You didn't have to order worker to mine tundra... It should be stopped and sent to road tundra forest across the river instead.

We can kill our scout... We don't need to pay a unit support since we explored an entire island already... That will give us a free 1st galley.

@Tarkeel. Would you play 11 turns to make this even our turn out dates. Your last turn should be 1500BC.

After Collosus is built we can convert clown into the citizen and place on tundra forest. Push lux 10%... We will shave on turn of MM with -1gpt (total 11 turns), having 13 gold we will have just enough to get it going. Put Moscow on producing wealth that will make 0GPT . We don't need to pay barracks maintenance sooner than we really need. 2 or 3 turns before MM is researched start pre-building galley to synch with research of MM (as per Smackster's suggestion). It will happen on your last turn and next player will start from there. In this game every turn counts. I am afraid team Offa will be our main competitor.

We should build few galleys (3 to scout, more later to transport troops) then barracks and while galleys research surrounding start pumping units. We really want to move out of this deadly island ASAP. I would recommend shutdown research after MM. We will get what we can with trading and it's only a regent, i would not worry much about research. We will need all the money for unit support.

EDIT: I can see very promising shore north of our island... There is also an some kind of tundra land with silks south from us and really close, but for some reasons i don't trust tundra... Don't think it's habitable :)

MORE EDITS: Having 4th post in a row would be too much even for me... So i will just edit this message...
Congratulations to Smackster and Wotan for good results in GOTM36. 7th and 10th place respectfully. I am on the lousy 29th position for my denial to use RoP rape, which made me to loose zillions of cavalry while taking 12 pop Indian cities defended by infantry.
 
Good turns MjM, I meant to post that there certainly werent any foreign borders on that map, guess you found out.

We should not stop research, we need IW so that we can see if we have iron and can build swords.

Apart from that I agree with Dman's post, apart from in GOTM36 I didn't do any ROP raping either.
 
Good turns! Just stop the Worker from mining and move him to a forest to road it. IW is our next priority! Hopefully we will be able to get something out of MM when trading.

Will have a look at the save later today and post any comments.

I did no ROP raping in Gotm36, have never done it actually. And I am a bit surprised I ended up as high as in 10th place. I was actually in a bad spot at about 300AD with precious little time so rushed the final 50 turns with little or no regard to MMing and strategy. Just moving units towards frontline and building knights and caravels.

EDIT: @MjM, pleace put year in turn summary it is easier to follow then both for us and for you. As you will know what year to finish on...
 
Phew...
So now I am up to date here. I must say - good job! Not much I disagree upon here. I am glad you settled straight away - no time to loose.

This is my first succesion game and I am really looking forward to it. However, I am not sure I will be able to follow this tempo, playing 24/7. But I will definately report in and post when I wont be able to do my turns quickly. That way we can keep the flow of the game. (Just to tell you straight away, I am committed. Although, I am going to London this weekend, so I wont be able to play then...)

Some quick questions:

Micro-managing: I do some, particularly checking the last couple of turns before completing a build, just to avoid shields wasted. Also, naturally, check the sliders for research and lux all the time. As for specialists, I do use them occasionally. But here there is definately room for improvement, so any instructions would be appreciated here.
@Wotan: you are the expert on micro-m so please feel free to instruct when needed.

As for research: IW is needed before we are ready to start building our army.
No need to start building warriors if no iron :)

That silk to the south feels like a magnet, you people that know the mapmaker, any chance that he put a GH there for us to pop with a settler? Just a thought....but I havent seen a screen in a while here so I might not be up to date. At work now, so I will look at the save when I get home.

ROP-rape: never will do that. Consider it unethical, although I dont condemn other who do it.

Since one of the team-members will most probably be online, I will not hesitate to ask for advice :)

Also, when is the deadline for completion of this game?

JJ
 
And, I forgot:

Regarding the demigod issue: dont worry.
I will play the PTW version.
I just refered to the levels in conquests as thats what I play these days.

JJ
 
Tomas: Download and use MapStat :) It will save you a lot of hassle. Also check if you can trade shields for gold and still complete in same time. It doesn't take that long when we have so few cities.

Deadline isn't an issue really. About 2 months from now.

Rest: I got it, but will play it only later to allow some more comments, and get myself into it as well :)
 
Well, I usually check if I can complete a build at the same pace and switch shields for gold.

I will see what mapstat does, but I am not that keen on using stuff like civassist and so on. I do agree that it is a help, but prefer to play without those programs.
 
Yep, forgot about IW....
we sure need it...
But if we start building units soon after MM we won't be able to keep science slider as high as it is now...
So if we start IW on 80-90% it will gradually go down... I hope on possible trades with AIs to get IW sooner.

EDIT: There are few possibilities on iron:
1. within city limits, but how likely is that????
2. we have it somewhere on the island so we have to build a road and establish colony and use a unit to protect it from barbs. @MjM: Have you seen any barbs???
3. Iron does not exist on our island and we can only rely on horses, thus we will have to research horseback riding as well.

EDIT: RoP in GOTM36.. I was actually going to use it myself against french, but Indians backstabbed me in the last moment, so my last war was against India and they had infantry at that time. It took me probably 5 times as long to win fighting India as if it was large but weak France.
 
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