SGOTM6 - Team barbslinger

I got it.
I can play sometime tomorrow (sunday), hopefully around 1500 CET.
As I havent played for 100K I would be happy to get some advice on priorities now.
- Is it just land grab?
- Do we sneak in a temple or two?
- Any culture phat wonder?
- Does the culture of an improvement double again after 2000 yrs as after 1000?
I guess not, but can someone confirm this?
- Settler to silks I guess?
- When can we start crackin the whip? Isnt it 20 shields pr pop?
Ah... sorry for the barrage of questions, I just want to make sure we are clear on the strat here.
- I guess not hooking up the iron is solely with the purpose of upgrading our front forces later on to Gallics?
JJ
 
There is a post in the maintenance thread that mentions that the Temple of Zeus requires silks, not ivory to build, once we learn math. Could be a good thing for us.

@ JJ- You get 19 shields for one pop. We are in a land grab phase at the moment. A temple or two wouldn't hurt. Culture only doubles once AFAIK. I am not in agreement that we should spend a lot of cash on upgrades. We are going to need to be cash conservative since we are going to have a cash crunch the longer we stay in despotism and the more improvements we add. I do think that we should make a run for the GLib, so we can run at zero science. Entremont should be able to generate enough shields to do the job.
 
tomasjj said:
- Is it just land grab?
- Do we sneak in a temple or two?
- Any culture phat wonder?
Its a balance between landgrab and sneaking in early culture, as is most of the strategy of civ, but i feel as though we've been given the chance to expand quite far out, so let's concentrate on getting as many cities as possible towards the west. Obviously, whilst new cities are growing to settler production status, they can be building temples.

tomasjj said:
Does the culture of an improvement double again after 2000 yrs as after 1000? I guess not, but can someone confirm this?
M60 is right, culture only doubles once.

tomasjj said:
Settler to silks I guess?
I'm assuming you mean spices? We already have the silk. I think the next settler should go to the spice towards the west. It will probably need an escort. Also, try and place it next to the freshwater so we can get our food bonus. The settler currently in transit should settle 1 square S of where it is. This will give us the game, the dye, and our 4 turn factory...

Good luck JJ :)
 
Preturn - 2150:

Look around.
Check our cities.
We are running 20% lux without hooking up the silk...
1 - 2110 BC:
Nothing.
2 - 2070 BC:
Entremont: Settler-Warrior.
Micromanage.
Settler cant go all the way without escort. Moving towards Alesia for now.
Camulodunum founded in the south, by game and dyes.

3 - 2030 BC:
Alesia: Worker-Warrior.

4 - 1990 BC:
Entremont: Warrior-Settler

5 - 1950 BC:
Lugundum: Warrior-Granary.
Mongols and Japanese are building the Oracle.

6 - 1910 BC:
Nothing.

7 - 1870 BC:
Camulodunum : Warrior-Temple.
Alesia: Warrior-Temple.

8 - 1830 BC:
Entremont: Settler-Archer.
Adjust lux down to 10.

9 - 1790 BC:
Settler 1 in place now by spices.
Moving settler 2 towards goat-mountain.

10 - 1750 BC:
Whip temple in Alesia 1pop for 18 shields.
Turn up lux to 20. When Silks online next turn this can be turned down again hopefully.
--------------------------------------------
NB: I left the Settler by the spices unmoved as I am not sure if the city will be on fresh-water at this spot.
Will it? It has coast adjacent. JJ
 

Attachments

  • settle.JPG
    settle.JPG
    84.1 KB · Views: 231
I am not sure about the builds.
There is a granary (Lugundum) and a temple (Camulodunum) set up, that can be switched as I havent really thought this through.
 
Its looking good JJ. Haven't looked at the save yet, but from the turnlog everything seems in order.

btw, there's a discussion going on the maintenance thread about differential naval movement which may affect our game, so i'm asked AlanH to keep us updated on when its safe to play again :)
 
OK a couple of things.

Entremont should switch to settler. We don't need archers in my opinion. Had Entermont been micromanaged on growth, we would have had the settler on growth to 6. Entermont is a four turn pump, but it requires constant attention since it is not fully worked. The governor makes odd choices. At the current setting we have lost a turn or two of growth. Suggest the irrigated game citizen should be moved to BG for this turn, and the next citizen be placed on whatever tile is necessary for settler completion. We will be back to size 3.5 but we can work around this from then on - expansion is priority.

The spices settler is perfect where he is. He should settle.
The goat settler should move one square W, one square SW, then settle.

Lugdunum should be producing temple.
Alesia needs optimising.

Who wants to take this next? el_fil or barbslinger are still to play...
 
Aye. Sorry about the micromanaging of Entremont.
I was actually trying to figure that out when I got the game, but I couldnt get the shield/food counts to match up, so I was always left with surplus/shortage for optimalization. I am sure that this is my cross-eyeing though.
jj
 
It's OK, don't worry, I often forget to manage settler pumps every turn. Its just that each turn that any of us forget could have been an extra turn that we had a city down, and an extra bit of culture...

At the moment, the problem is that when Entremont grows to size 5, the governor places the extra citizen on the silk forest, since it is the most productive. However, this reduces us to 4fpt. Therefore once we get to size 5 we have to switch the forest citizen to the unworked BG. Reduces the number of shields, but this is OK, since...

Turn 1 - city + irrigated game + mined BG + mined BG + unworked BG = 6 shields.
Turn 2 - 6 shields + extra 2 from governor placing citizen on forest = 8 shields.
Turn 3 - city + irrigated game + mined BG + mined BG + unworked BG + unworked BG = 7 shields.
Turn 4 - 7 shields + extra 2 from governor placing citizen on forest = 9 shields.

6+8+7+9 = 30

As I said, don't worry, I'm bound to screw it up at some point, but as long as we can all try to make it work we can retain our lead over the other teams :thumbsup:
 
Thanks for the explanation there, chunky.
I have read the settler pump issue before, but need more practice on this.
JJ
 
Time for a roster-

el filet-up
barbslinger- on deck
M60- below deck
chunkymonkey- waiting and dreaming of settler factories in his sleep
TimBentley- waiting
tomasjj- just finished
 
el_filet said:
i got it, some games are in the pipe, may take a while

Maybe barbslinger and you should flip, if he's available to take it. A slow pace is ok, but we don't want the game to hang for too long.
 
Alrighty, I'll take it and play tonight. Sorry about the lack of comments. I'll add a full barrage when I post tomorrow.
 
I forgot the save at home. Will post it tonight.

Barbslinger –1750bc

Preturn - Found Richborough toget the spices. Set to temple. Change Capital to settler and MM to get the settler in 2. Lug goes to a temple. Move other settler towards western hill near river to get the goats.

IT- Alesia – Temple > Rax for some military down the road. I was thinking of going for a placeholder for a culture wonder but the key will be in lots of cities and that will take some military action.

1-1725BC Japan has writing now. No real trading 2-fers yet, because Toku won’t give up writing for even 161g and 8gpt. Lower lux due to silks being online and raise science to 90% to get writing in 9. Whip the temple in Camu for 19s.

IT – Camu-Temple> Worker

(2) 1700 – Sic worker on capital forest to speed up a settler build next time around.

IT – Capital – Settler > Settler. Toku wants 26g and since I have not see him on our continent I decline and we get War happiness.

(3) 1675 – Found Verulamium on Goat Hill. MM and get some workers working.

IT – Nada.

(4) 1650 – Nothing much to do.

IT – Alesia expands.

(5) 1625 – Mogols have writing for sale at 80g. 4 turns to go. At 18g science per turn we will spend I try to get it from Temu for 71g and save the 4 turns. We get it and trade writing to Mao for Myst and 8g. Go for Philo to try and get free tech. It will be in around 15-22 turns.

IT – Capital – Settler>Settler. Vikings complete Colossus.

(6) 1600 – Moving out the settler to settle on the river. Crossing Chinese territory to explore to the north. Decide to get a quick archer out of capital while pop builds. I mis-calculated the forest chop and growth.

IT – Camu – Worker> Curraugh for contacts.

(7) 1575 – Found Gergovia. We really need more workers to hook up our towns. Crossing the Chinese land finds 2 other tiles and then coast. Darn, have to turn it around. Japs still won’t talk. Philo now in 11.

IT – Lugdunum – Temple>Worker.

(8) 1550 – Augustodurum founded on N coast.

IT – Entremont – Archer>Settler

(9) 1525 – Archer to Gergovia to watch for barbs.

IT – Nada

(10) 1500 – Nothing really to do and it is late. You can rush the temple in Veru.

We have a nice lead in culture already. I think that we need to start building some military soon to knock China out prior to them getting Chivalry. Toku still won’t talk. Philo in 7 and perhaps we can get the bonus tech. Entremont should straighten out soon too. More development of the other cities should put us in good position. We are leading in pop and slightly behind in land.

More city sites that we can get temples going in. We really need a worker pump too.
 

Attachments

  • barb1500bc-1.JPG
    barb1500bc-1.JPG
    88.9 KB · Views: 152
Out of the possibles: HBR, Poly, CoL, Lit, Maps and Maths...

HBR, CoL, Poly and Maps are pretty pointless right now IMO. That leaves Lit and Maths I would go for Lit so we can start getting more culture in our non military towns. AI civs tend to research Maths anyway so we'll have it in no time. Should we be attempting to build the G Library? I'm personally not bothered whether we build it or capture it, but we should have it...

Oh and good going barbslinger, sounds like everything went well. Any chance of seeing the save?
 
Back
Top Bottom