SGOTM6 - Team barbslinger

Hey.
I can play in two days time. If no one else wants it, that is.
jj
 
I thought I had brought the word doc with me to work but my thumbdrive only had the sav file. I'll update the text when I get home tonight.

Summary of turns was building more buildings through whipping and builds, completed iron road and upgraded about 16 gallics. Sent 8 gallics towards Chengdu, 4 GS towards the 2 western China cities and after Japan declared on turn 9 sent 2 towards the sword that burned a just planted ice town in the south. There are 2 other GS patrolling near the core where a Jap ship was moored. We are a monarchy and I had just sold that to China to get them into anarchy so the war would be smoother. Met America, England, Joanie and Ragnar.
My suggestion was to declare before IT and get Mongols on the Chinese for Currency or gpt and Iro's on Japan to divert them. We could also wait on Japan to give peace to concentrate on China / Mongols.
 
Ok. I got it.
Turns will be tonight.

So the plan is:
War with China. Ally with the mongols against them.
If possible get Iro to war against japan.

Keep expanding and building culture builds...

More?
Something I need to remember?

jj
 
I looked at our graph and it seems that other teams prosecuted their war before us due to the scores ramping with new citizens. I would keep all towns seized due to our culture and rush a temple. I'm thinking taking Chengdu and then on to Beijing. We have 2 settlers sitting close to the front that we can settle in between other China towns. Getting the Iros involved against Japan is a 2 edged sword. It would take the heat off but the downside is cost and having to split our attack objectives. If you can get rid of the Jap town on the ice corner without having to get the Iro's in I would go for that.
Pump GS and markets during the GS and if possible prebuild cathedrals near the end of the war.
I was really hoping the Japs would stay away so we could concentrate on our continent. Then it is off to Japan.

Have a look at our culture! Now we need more towns!
 

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Damn, I was thinking that was the variant, but could not remember last night. I saved right before I revolted. I'll have to replay from there. It was around turn 7. I can have it back at about 9pm tonight.
 
Actually I should have it up sooner than 9pm pst. I get home around 6:30 so probably around 8pm. Sorry guys. I'll replay to match the log except for the 2 turn anarchy.
 
Barbslinger –350bc


Preturn – Swap August to rax for more military coming up. Also rush the lib in Verul to get on a rax. Swap Camul to a worker pump, 2-2. Our iron does not complete for 8. I’ll get another worker on it. Those furs and incense China and Mongols have look like they should be ours. Richborough can rush a lib next turn so I turn up the food, it should build a rax for the upcoming war. Lindum can rush a temple next turn. I think on war planning I’ll bring the Mongols in and head straight to Beijing to get his core first. Gergovia goes shield heavy to get the market in 9 instead of, I think, 15.

IT – Chinese settler pair turn around.
Ent – Settler>Spear, Lug-Settler>Rax, Verul-Lib>Rax, Japanese complete HG in Kyoto.

(1) 330BC – Not much but moving workers around. Found one mining a plains and stopped that to prepare both iron and roads to the front. Rushed Lindum temple and Richborough lib.

IT – Alesia- Market>Spear, Camul – Wkr>Wkr, Rich-Lib>Rax, Lindum-Temple>Rax.

(2) 310BC – Moving workers.

IT – China demands currency and backs down. Japan moves 2 galleys towards our eastern holdings. Carthage got currency.

(3) 290BC – Iron in 3 now. Find the Americans up the northern coast. Abe is up Monarchy. Get 45g from Mao for currency. Not worth much anymore. We have over 1000g.

IT – Entremont-spear>Spear, Camul-Wkr>Wkr.

(4) 270BC – Whip Nemausus temple. Moving workers. Spot another border.

IT – Alesia-Spear>Spear, Nemausus-temple>lib.

(5) 250BC – We meet Elizabeth and trade construction and currency for monarchy. Move workers and revolt for a 2 turn anarchy. Adjust cities for anarchy. I also saved right before I revolted because I can’t remember if we are allowed to be monarchs. Is this the game where we can only go to feudal? Cancel that. This is where the replay begins.

IT – Iron completes. Elizabeth asks us to leave. Camul-Wkr>Wkr, Burdigala-Granary> Lib. Japanese settle Ise on ice tip.

(6) 230BC - Upgrade 14 Gallics to go play with leaving 348 in the bank.

IT – Ent-Spear>Spear, August-Rax>Gallic

(7) 210BC –Move the gallics forward to ‘meet’ Mao. Isca founded near clams on ice. Hmmm.

IT – Alesia-Spear>GS, Lug-Rax>GS, Camu-Wkr>Wkr. Veru-Rax>Market.
Japanese :edit, does not: send a sword out from Ice town.

(8) 190BC – Gallics move up to China border.

IT – Ent-Spear>Spear,Coruv-Temple>Lib.

(9) 170BC –We meet Joanie and Ragnar. Whip a lib in Cataract. Swap August to settler.

IT – Richborough-Rax>GS, Gergovia-Mkt>Rax, Cataract-Lib>Rax.

(10) 150BC – Shuffle troops for war to be declared next turn. Sell Monarchy to China for 52g so he will be in Anarchy when we attack.

We have 8 GS and a sword for China’s Chengdu. 4 GS for Hangchow. He will be in Anarchy so now is the time. It is war time!
 
Cool, good setup. :thumbsup: Ready to take us into China JJ?

Remember to declare before we have any units inside the borders, and we can probably buy the Mongols into the war once we've declared, with either Currency or Monarchy.

And keep the cities and culture coming!

Remember to take the updated save from the submission page, the one in barbslingers post is the old one i think...
 
What about the FP?
Ratae was mentioned earlier.
What's the plan? Building it there, but after we get the library in?
-jj
 
Preturn 150BC:

Looking good. Ready for China.
I see that we have peace with Japan, so no need to go that way allying with Iro now.
Thats nice. One front war.
Upgrade one vet warrior in Lugdunum.

Declare on China.
We sign alliance with Mongols for Currency. We also get 25g.
Move northern GS-gang across, Chengdu targeted.

IT:
China moves two warriors across near our GS stack at Lindum.
Viking now have Feudalism. They laugh when I try to tempt them with Monarchy and some loot.

1 - 130BC:
Moving towards the targets.
Western front need a couple of more GS imo.

IT:
China attacks Lindum with archer and warrior. Our GS and warrior stands firm.
We enter our GA.
Japs show us a sword near Ise.

2 - 110BC:
Attack on Chengdu.
We beat the two spears there without loss.
7 Redhaired GS cross the Yangtse, towards Beijing.
2 stay back in Chengdu to console the civilians there.
Decide to take Macao before Hangchow as I dont want any Chinamen to come towards our wear cities in

the west.
On second thoughts, that would mean attacking across the river.
I dont want that, so it is Hangchow. Splitting their cities up is nice.
Besides mongols should take care of some business down there too. 4 GS ready at the gates now.
No library-whipping to be had in our cities, but I whip temple in Glanum. One turn late.
Only 6 turns to be gained on mono by turning it up. We make 111gpt now, so thats a nice bonus.

IT:
Japs and Carthage also have Feudalism now.


3 - 90BC:
Attack on Hangchow.
We take it losing nothing. They had two spears there.
Build set to temples.
Settlers moving in to fill the holes.
China seems weak. I havent seen a horsie yet, and we are ready to attack Beijing next turn.
No sight of the mongol hordes either.

IT:
No more resistance.
Carthage building Sun Tzu.

4 - 70 BC:
Attack Canton.
We take it without losses. 2 spears there too.
We get a worker on top.
Attack Beijing.
We take it. Lose one GS. Take out 3 spears and a horse. Get 3 workers.
Their Capital moved to Shanghai.
China will talk now, but I see no reason to stop now, even if we can get a couple of cities for peace. That will hurt our rep if we walk out on the alliance with the mongols right?

IT:
Nothing to report.

5 - 50 BC:
Segusio founded.
Chaingang working on roads to bring all the bounty back to the Celtic core...
Strategy meeting in celt war council.
Since mongols havent done anything in the south we make a rally point in the mountains near Macao to nick it swiftly. That mountain range is slow to cross...
Forces near Beijing need healing for a turn or two. Then we march on Shanghai.
Finally we see a mongol horse near Macao. We have a GS there lurking and two more coming.
Hopefully we can nick it when the mongols have softened their D.
Start a harbor. Some trading can be done, and I want to upgrade our curragh to settle the wood-island towards the japs.

IT:
Many more building Sun Tzu.
Richborough roit.. Sorry. Moved a GS out.

6 - 30 BC:
Moving troops. Healing.
Whip a temple and a lib.
Switch some builds to Markets. Also turn on research for one turn as I somehow managed to lose our wise scientist last turn. Just to make sure we stay on the path for mono. We can afford it as we have 1100 gold.
Marketplace build in Ratae can be switched to FP, the city now has a lib.

IT:
zzzz

7 - 10 BC:
Attack on Tsingtao.
We take out two spears, losing one GS, redlining two more.
A bit of bad luck, but no complaints as we have been in love with the RNG so far.
Only an archer left there now, and more troops coming in.
Leaderfishing attempt, no success.
We can now trade with Carthage.

IT:
Jesus is born.
Nothing besides that one.

8 - 10 AD:
We take Tsingtao - no losses.
Attack on Macao.
We take it, two spears one archer - lose one GS.
In total I think we have 4 elites now. In the next 10 turns maybe a leader or two will rise.
Would be nice for our FP.
Found Rutupiae.
We got ****loads of cash now, so I boost research on Mono to 80%, lux on 10. No one has it, and we can have it in 8 now.
Cathedrals would be nice for our culture.
Rush a lib.

IT:
India wants our galley to leave. We leave.

9 - 30 AD:
We meet the Babs.
They got engineering, and 20-ish towns.
We got 6 GS outside the new China capital, Shanghai. It has grown to 7, which is beat.
Still, I want to try a couple of GS's to see how it goes. Max so far for defense has been 3 SM 1Arc.
We take Shanghai. Lose nothing. They had 4 spears and a cat. One promotion.
I reckon we can turn westwards the next turn, after sacking Nanking on the tip, towards Xinjian, the new capital.Encore.
I move troops out of Beijing, westwards. Flipchance is low, if it flips we take it back the next turn.

IT:
The ungreatful people of Shanghai riot against their new, superior leaders.
How rude!

10 - 50 AD:
Attack on Nanking.
We encounter a super-spear after talking out one. Superman and an archer remains.
We should be able to nick it next turn.
There are some troops marching on towards Xinjian.
Only the babs have engineering, I try to get a price, but we arent even close with 1000g + 110gpt.
Hopefully we can trade Mono when it gets in(6 turns).
Whip two libs.
I have set many markets up as prebuilds for cath, or just markets.
Ratae can be switched to FP.

-----
good luck to the next player!

JJ

And a little pic from the early days of our attack:
 

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I believe it's back to me. So got it and will play tonight. Plan to finish off the Chinese on the mainland and hopefully we can pick up some offshore towns in a treaty.
 
Well done JJ I didn't think we'd be able to execute Mao that quickly!!

One thing I did notice is we don't really have a lot of settlers out filling in gaps at the perimetre. Our outlying cities are beginning to get more and more useless so we may as well just ICS them, mass irrigate and poprush everything we need. And once we get Monotheism perhaps we can switch some of our city builds to caths.

Good luck M60. Its your call as to whether we sign treaty with Mao before the alliance is up. We should definitely be looking to extinguish the Mongols before they get their Keshiks though (hopefully start war before they get Feudalism, although this may be tricky).
 
Dont forget that barbslinger set us up nicely here. :goodjob:
The mongols dont have feud yet.
Agree that we need more settlers to fill the gaps.
In 5 turns or so we can whip temples in the newly take china towns.... which leads me to one question: are we allowed to join slaved in those cities, or others, and whip culture?
Sounds a bit dodgy, but is it within the rules? :confused:
jj
 
From the GOTM rules:
Pop-rushing
In despotism and communism it is possible to use cities purely for unit rush building. Workers can be added to such a city and then the city can then use them to rush build units. This is disallowed, so do not create these kind of cities. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing.

There's been some discussion on this in the maintenance thread.
 
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