SGOTM6 - Xteam

Have you uploaded it? Can't see it on the progress page yet. Ah! Just arrived ... and we've overtaken our first competitor - Bede :D
 
Revised my numbers..:
69cptcpt is now needed for 1380AD
if we can keep 69 up to and including 1335AD, we can finish no later than 1385AD even if we press enter for the last 10 turns
 
Civil disorder in Lyon but it produces a Cathedral??, set to Wealth and there are 2 content citizens in the city????
It was unhappy from poprusing, but since it already had full shield box it would produce the cathedral even if it was unhappy.. the cathedral added 6 happy faces, so after the production it would be happy again :)
 
I volunteer for the last 10 turns of just pressing enter :lol: :lol:

That would be the easiest 10 turns in this game, considering Gyathaar had to dodge barbs in the very first turnset.
 
Gyathaar said:
It was unhappy from poprusing, but since it already had full shield box it would produce the cathedral even if it was unhappy.. the cathedral added 6 happy faces, so after the production it would be happy again :)
That's what I love about this game, there is always something new happening. I have never had a city revolt and produce something before. :confused: And then come up as content. :D

I am impressed that you are reading through all of that. Please pass on any helpful critique... :salute: Thanks for all your help and guidance through the "cultural" ways of the game. It is a different side for sure, no wonder I couldn't burn incense before. :lol: :lol: :lol:

After 3 days to complete 5 turns, all I would like is some :beer:
 
Well done, leif. Have some virtual :beer:

Gyathaar
AlanH
Tomoyo
leif erikson - just played
WillowBrook UP
DJMGator13 - On deck

Good luck, WillowBrook. We're nearly there!
 
Got it! :)

Though as I said earlier (last night, maybe? before Tomoyo and I started plotting to take out Team tao?), it may take me a while to play - probably 1 turn per day for the next five days. If this is a problem, let me know. (Since a number of teams are behind us in turns, I'm hoping it's fine.)

Haven't looked at the save yet, but here's my thoughts; comment at will:

As a team player, I will stick to the rules and not join any workers for drafting. :p

I probably will build some aquaducts and marketplaces, but only in high food areas where the town will have one-turn growth for drafting for the last twenty turns or so.

I will also use some sort of naming convention if I join workers to a town so we know not to draft or pop-rush in these towns (these will also likely be set on zero-growth and we can just ignore them the rest of the game). But since there's more improvement to do, that may not be an issue in my five turns.

Anything I might forget about that I should make sure I don't?
 
WillowBrook said:
Got it! :)

Though as I said earlier (last night, maybe? before Tomoyo and I started plotting to take out Team tao?), it may take me a while to play - probably 1 turn per day for the next five days. If this is a problem, let me know. (Since a number of teams are behind us in turns, I'm hoping it's fine.)
No problem for me.

Haven't looked at the save yet, but here's my thoughts; comment at will:

As a team player, I will stick to the rules and not join any workers for drafting. :p
... and you were so looking forward to being beastly to all our little citizens :p

I probably will build some aquaducts and marketplaces, but only in high food areas where the town will have one-turn growth for drafting for the last twenty turns or so.
It's your call, but I emphasise that culture builds during the final ten turns will have almost zero effect on our end date. When we are running at 3000 cpt it will take an extra 300 cpt to change our date by one turn, That's 100 more cathedrals :eek: It's culture builds *now* that will change the date, not infrastructure that lets us build culture in 15 turns time.

I will also use some sort of naming convention if I join workers to a town so we know not to draft or pop-rush in these towns (these will also likely be set on zero-growth and we can just ignore them the rest of the game).
OK. BTW, what does "J-" stand for, Gyathaar?

But since there's more improvement to do, that may not be an issue in my five turns.
I agree.

Anything I might forget about that I should make sure I don't?
We want to win, and we can :D
 
So should we build a time machine to get Ivan and Row and Live?

It looks like our finish date is pretty much set, with a 2 turn variation...

Just need to pull this through, now...

Good turns. :)

EDIT: Didn't see the extra page of posts... :crazyeye:
 
Gyathaar said:
Revised my numbers..:
69cptcpt is now needed for 1380AD
if we can keep 69 up to and including 1335AD, we can finish no later than 1385AD even if we press enter for the last 10 turns

@ Alan: I'm not going to dismiss the last ten turns as useless - we might run into unexpected troubles in our culture growth in, say, ten or 15 turns, and if we manage 69cptpt for the last ten turns as well, we go from a victory in 1385 to onw in 1380, assuming I'm understanding the above correctly.
 
Been thinking about the problem of idle cities and transfering citizens for shields around the map to where they are needed. I have come to the conclusion that, short of drafting, I think that one of the most useful units for this would be Longbows or Cannons. They would cost 2 citizens (40 shields), thus are relatively quick to build, and could be disbanded for 10 sheilds, a nice even number that can be used to rush almost anything.

While trying to rush Markets and Aqueducts would help drafting, once the cities reach size 7 again, producing something we can use immediately to boost cultural production in our new cities would be much more helpful, imho. ;)

Using this technique, we could build even more cities in food poor regions and simply keep the supply of "shields" rolling to them to improve the culture. As long as the cities can support one citizen, we're all set. Our cities can quickly produce settlers now that the older ones have their Temples, Libraries and Cathedrals.
 
@WillowBrook: I didn't actually suggest we press enter for ten turns, that was Gyathaar's quote. I'm assuming we continue at 60+cpt/turn to the end.

My concern is if we build an aqueduct and a market now we don't build culture with those resources, and we lose some culture points for 25 turns. The aqueduct and market you build then have to make up for those lost culture points in the final 10 turns of the game, which means they have to create buildings to maybe three or four times the lost cpt value. Can they do it?
 
I think it is better to rush explorers (1 pop for 5 shields) or cannons (2 pop for 10 shields) rather than building aqueducts (which also costs us 1gpt)
 
We just need to continue to plant as many cities as possible and put a temple into it then set it to wealth. All a city needs is it's center square to maintain size 1, so at this point in the game there are no food poor locations. The only thing is to not take food away from a draft city. It looks like we have a few 10+fpt cities without aqueducts, if they are not able to draft we should consider changing them to wealth and taxmen and giving to food to another city and/or planting a new city nearby. A realize that some of these cities are still working on their cultural improvements, which is fine, but we need to make sure they grow every turn. (This is probably already being done, I'm just reinforcing the point).

We can also trade horses, salt, Wmap, dyes and silks to FRA for 31 gpt. Based on current -140gpt we have enough money for 46 turns before going broke and based on Alan's and Gyathaar's estimates we should finish before then. If we finish in 1400AD which is 30 turns from now we can actually run at a -214gpt pace which has us going broke that turn. That is without the FRA deal and assumes we maintain our current deals, which won't happen either :crazyeye: So to state the obvious, keep an eye on our gpt :)

Two nice thoughts about things we're probably already doing, but it's what I was thinking about at the current time. I think I need to join leif for that :beer: although I prefer a good single malt.
 
Actually, I think our gpt situation is worse than it looks - if we can actually manage to add 69 cptpt, that will avarage ~35 gptpt; we'd be losing more than 214 gpt before the end of my turns. But that doesn't count income from founded cities, and since a town with a temple and library on wealth supports itself, we should probably continue to pack in cities. That also doesn't count if we switch back to despotism.

Well, I'm going to try to get the game ready for the end of turn zero, but probably won't actually press enter tonight.
 
Hmm... we'll just have to field a lot more taxmen. I suppose we could cut down on the settler production near the end of the game...

And I hope you recognise me. :)
 
HELP!
Why can't I sell the aqueduct in Ta-Tu? The town is size 2 and will never get better than 5-turn growth, so the aqueduct is virtually useless. But I can't sell it! I could sell the temple, library, cathedral, or harbor. But not the aqueduct. Are aqueducts unsellable?
 
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