SGOTM6 - Xteam

Hmm.. I just realized Gaelic swordsmen cost 50shields in ptw (and prolly in this SGOTM too then) while they cost 40shields in C3C.. that changes poprushing strat a bit..
 
OK.. we cannot research Relaceable parts.. if you dont research that we have 40 shield longbowmen and cannons we can rush (replaceable parts would actually prevent us from rushing gealic swordsmen too. since it gives an upgrade that isnt there in standard vanilla :p)

This means we will need even more workers thou.. but once the land is improved we can join them to cities and poprush them (assume this is not against rules as long as we dont build them just to use them for poprushing?)
 
Aren't cannons 50 shields?

I don't really have anything to add... any adding requires thinking and I want to watch the SB.

Harbors are 40 shields, if the city is coastal.
 
Just had a good look at Gyathaar's 100K win, << Linked Here >>

It is very interesting. The score curve is opposite what I am used to seeing, bulging out instead of curving inward. Must have been very aggressive early on. In the Military Advisor screen, under Communism, there are 1,398 units allowed under unit support! :eek: I've never seen so many cities before. We have a lot of work ahead, going from One Built Settler to this is :wow: There are foreign cities within the cultural boundries that have only their one square, no expansion. Can't imagine why they didn't flip?? This is going to be wild and I am sure glad that Gyathaar is on our team. :thumbsup:

EDIT - @Alan - As Gyathaar's 100K is in C3C, I thought you might like a couple of screenies from it so I attached them.
 
Great stuff. Looking forward to it.

:wavey: Capt, your comments are always welcomed.
 
This is how culture and culture per turn looked like in that game btw:
culture1.jpg

I switched to communism in 590AD.. that was why the 0 culture gain that turn
 
There are foreign cities within the cultural boundries that have only their one square, no expansion. Can't imagine why they didn't flip??
I had one of them flip.. a few turns before the end
 
AlanH said:
Hi captain, how's the house going?
Sure, but if you can get more food and share it with other towns you get faster growth. In despotism food is population is power, and we are going to be despots for a looog time. If we need the mine for shields then fine, but there seem to be lots of forests and hills and BG around that location.
Well, the house is coming along pretty nicely. A month or so more and we'll be all done. One of these days I'll take a few pics and upload them :scan:

I agree that with dense city planning and rigorous MMing, a few 6-turn factories combined with a few 8-turn factories might be better than the one 4-turn factory :goodjob:
You'll have a hell of time MMing all that, is all I can say :p :cool:
 
I think that would be a good idea, Gyathaar. Let's see what's out there.

Logistics:

Does anyone feel strongly about playing order? Do we have any planned absences we should work round in the next few weeks? If Gyathaar starts our worker off is would make sense for him to play the first 20, to 3000 BC.
 
I am thinking we want to build a 1st ring city on the silks to connect them faster plus bring water to the deer (am I correct that you cant bring water over the hill by settling there in vanilla?)
 
No, water doesn't flow over hills in vanilla.

Agreed on placing a city on the silks. I don't think it can be our first one, as it will take too ong to get there, so that makes NE/NE with the settler look more likely for our first city. That's at RCP 5 from the silks, and allows us to add an RCP 3 ring as well to get close to ICS in the first core.

[EDIT] If we want to create thre factories, is there any merit on moving the settler W to the BG and building there? That would be a 6 turn factory once we chop and wet the game, and gets us going one turn earlier. I know we'd be settling on a BG, but there are other BGs and forests and hills around to provide shields.
 
I did some fog-gazing.. and there appears to be the tail of a deer in the southern forest:
Xt4kBC2.png


Hmm.. is there any way to blow up the images with tags on this board?
 
Do you have photoshop? It's better to blow it up from the original BMP than using the jpeg, as the jpeg has alrready lost some detail. If you don't have it I'll download the file and try it here.
 
Here you are. Definitely game on that tile. Well spotted.

Here's the fog edge ...

Xteam_start_blowup.jpg


and here's the game we can see.

Xteam_blowup_ref.jpg
 
Capt Buttkick said:
Well, the house is coming along pretty nicely. A month or so more and we'll be all done. One of these days I'll take a few pics and upload them :scan:
Nice to hear from you. Glad to hear the Capt's Cabin is coming along. When are we having the house warming?? :D Looking forward to actually seeing it. :goodjob:
Capt Buttkick said:
I agree that with dense city planning and rigorous MMing, a few 6-turn factories combined with a few 8-turn factories might be better than the one 4-turn factory :goodjob:
You'll have a hell of time MMing all that, is all I can say :p :cool:
Perhaps I might learn how to do it. Sounds pretty scary though!! :o
 
So it looks like we have 4 possible starting places mentioned so far. I don't have a favorite at this point, but perhaps a list will help. The pros and cons are quite incomplete; perhaps others can fill them in

1. Settle in place
pros: start production immediately, not on BG
cons: only cow within borders, and we don't know how easy it will be to get to it with the worker.

2. W
pros: only one settler move, allows 3 6-turn factories
cons: on BG

3. NW, NW
pros: not on BG, two food bonuses for capital
cons: 2 settler moves

4. NE, NE
pros: settle on silks in ring-5, not BG
cons: second deer isn't accessible by any possible ring-3 city, 2 settler moves

Have we tasted the water to see if it's fresh? (I know, I could check it myself, but I haven't downloaded the game yet.)

Play order:
I have no objections to the proposed list

Time away:
spring break is Feb 25-March 6; I probably will not be available most of that time (don't know where I'll be, but probably not at my computer :) ).

Micromanaging:
I can MM, as long as I know what needs to be done. As my play will be for the whole team, I'll be much more careful than in solo games. I've set up 4, 5, and 6-turn settler/unit factories before, shared food bonuses, etc.

And thanks for the strategy list, Gyathaar!
 
WillowBrook said:
So it looks like we have 4 possible starting places mentioned so far. I don't have a favorite at this point, but perhaps a list will help. The pros and cons are quite incomplete; perhaps others can fill them in
Good summary.

Have we tasted the water to see if it's fresh?
Salty. Sorry, I was so focused on getting the blow-ups done I forgot to wet my whistle.
 
AlanH said:
Agreed on placing a city on the silks. I don't think it can be our first one, as it will take too ong to get there, so that makes NE/NE with the settler look more likely for our first city. That's at RCP 5 from the silks, and allows us to add an RCP 3 ring as well to get close to ICS in the first core.

[EDIT] If we want to create thre factories, is there any merit on moving the settler W to the BG and building there? That would be a 6 turn factory once we chop and wet the game, and gets us going one turn earlier. I know we'd be settling on a BG, but there are other BGs and forests and hills around to provide shields.
As I understand it, the first part of this game is to conquer to the domination limit as quickly as we can. To do that, won't we need a substantial number of productive cities? RCP of 3 and 5 gives us, optimally, 8 cities in the 3 ring and 12 in the 5. This terrain isn't going to let us have that many, as far as I can see. If we try for 3 and 6, the optimal number of cities goes from 8 and 12 to 8 and 16.

Should we decide we need to build on the silks, then I think we should adjust our start location to a range 3 location, if we can find one. I can see that MB put a lot of thought into this start to make us, who can use RCP, really think about what we're trying to accomplish. As I understand Gyathaar, the ICS part of this game comes into play later, when we fill in. If I understand correctly, the first part of this requires an efficient settler farming operation to expand and prepare a warmaking machine so that we can fight our way to the domination limit. The more highly productive cities in despotism, the better. As I see it, we have to live with whatever we create for quite some time, until we get to the modern era and communism. :eek:

Of course, we may be planning to set it up RCP around a Forbidden Palace, I thought I read from Gyathaar, so we can jump the palace by abandoning our original settlement. If that is so, then we have some more planning to do. Then you could settle the BG becasue we will, hopefully, have it free before we get to the Middle Ages.

Just a few thoughts as I reflect on the discussion thus far. :mischief:
 
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