SGOTM6 - Xteam

We can wish and hope, can't we?? :lol: :lol: :lol:

When I play, my cities don't seem to have too much trouble flipping to the AI! :eek: :cry:

I want justice (WillowBrook?) :queen:

EDIT - Just noticed that this was the 1,001st post in this thread! :beer: :band: :clap:

Yet the thread count on the main screen says 1,000. :confused:
 
Those towns we'd all like to see flip to us are mostly a long way from our palace, reducing their flip chances a lot. Most of my experience of flips away from me has been in towns that were full of recently-captured foreigners, usually quite close to the capital of the civ they used to belong to.

Another thing to remember is that flip probability is cumulative over a number of turns, so the longer you play while at risk the higher are the chances that the flip will happen. We actually haven't played very many turns since those towns came under our cultural pressure.

PS. The count on the main forum list is *replies*, so it doesn't include the first post.

PPS. I see we've crossed Barbslinger's line on the culture chart (actually, they crossed ours). I look forward to seeing more lines being crossed :D
 
AlanH said:
PPS. I see we've crossed Barbslinger's line on the culture chart (actually, they crossed ours). I look forward to seeing more lines being crossed :D
If Gator keeps going the way he has, the possibility exists that we may cross both Tao and Peanuts lines by th eend of his turn set. Looks like we may be close to Smackster's too. :scan:

If we could roll back time, we might be able to visit Offa?? :rolleyes:
 
AlanH said:
PPS. I see we've crossed Barbslinger's line on the culture chart (actually, they crossed ours). I look forward to seeing more lines being crossed :D

And once Gator posts the next turnset, we will be nicely set up for Ivan and RowAndLive to cross our graph. :D
 
Gator's doing well, but let's not raise expectations too high. We are at 67000 with four more IBTs to go, so we'll prolly be over 78K by 1350 AD, and running at 3K cpt. At 1350 AD, tao is over 80K and Peanut is about 84K.

So we'll be almost up to tao, but not past, by the end of Gator's set. Peanut will still be above us. Assuming they have finished, we won't see our crossover with them until the results are disclosed. But yes, we should see Ivan and R&L fall behind us.
 
AlanH said:
Gator's doing well, but let's not raise expectations too high. We are at 67000 with four more IBTs to go, so we'll prolly be over 78K by 1350 AD, and running at 3K cpt. At 1350 AD, tao is over 80K and Peanut is about 84K.

So we'll be almost up to tao, but not past, by the end of Gator's set. Peanut will still be above us. Assuming they have finished, we won't see our crossover with them until the results are disclosed. But yes, we should see Ivan and R&L fall behind us.
Of course, you're right. If I could have eek'ed out an extra 10 cptpt during my set, Gator wouldn't have to work so hard. So the end result isn't Gator's alone, we all share in whatever happens either way, but it is exciting to see him go! :goodjob:

And you worry me as you know more than we do about results and you're applying some ice water. :lol: :lol: :lol: :joke:
 
:lol: Yes, this was a learning exercise for us all. Sure, if we'd all known then what we know now we might have done it faster and made the end less of a cliff hanger ... or maybe we'd have had different problems.

I'm only applying icy logic to the visible facts of the 1350 AD situation. As I said, I agree with Gyathaar's assessment, and I hope to see our line cross tao's and Peanut's when the picture is complete. :D
 
Even though it is a cliff hanger, let us not forget that there were many things we did well. For example, 6000+ in the treasury to absorb the necessary deficit spending at the end allows us to aim for 3k cpt without violating the rules. Not being content to leave France alone gave us not only two key wonders, but much more land to settle. While I disagree with the rule not allowing joining of already built workers for the purpose of pop-rushing, we do continue to find use for our army of over 200 workers and slaves.

In summary, good job so far team! Bring us home, Gator and Gyathaar! :)

(My only fear is we'll get ROP raped - not sure by whom, though. Shh - don't tell the RNG gods.)
 
WillowBrook said:
In summary, good job so far team! Bring us home, Gator and Gyathaar! :)

(My only fear is we'll get ROP raped - not sure by whom, though. Shh - don't tell the RNG gods.)
I agree!! :goodjob: I think this game has been the best one for me as far as communication and setting goals and sticking to accomplishing them. Everyone has worked very well together. :cool:

As far as the RNG Gods, you don't have to worry about telling 'em anything; they have always found this team whenever they felt the need! :cringe: :evil: :devil: :shakehead

:lol: :lol: :lol:
 
Yep, I think we might actually cross every team at least once in this game, nyo - quite an achievement, nyo!
 
End of 1330AD

Found: San Diego Zoo / Pressure Tolouse
position other 3 settlers on site for cities next turn

rushed Temples: San Diego Zoo (2 cannons and a forest chop) / Pressure Toulouse (rifle and chop) [2]

rushed Libraries: Food from Tundra / New Mohacs3 / New Richborough3 / Straights / Thirsty Hordes / Blue Ice / Cold Comfort / Microsoft / Not Mine Either / Snug / Eboracum3 [11]

rushed Cathedrals: Central Pennsylvania / Baa / Here is England / Jonkoping / Lost in Translation / Marseilles / New Agedincum3 / Rubies & Diamonds / Shimmer / With Love / Yesterday / New Entremont3 [12]

rushed settlers: Augustodurum3 / New Curovernum2 / New Lezoux2 / New Noviomagus2 / New Ratae Coritanorum2 / Richborough / Somewhere else / Beijing / Caughnawaga / New Verulamium2 [10]

New Verulamium2 require 3 specialists & growth in 5 - set to settler, disband a worker (not joined) and rush
New Lezoux same deal - set to settler
Shanghai requires 3 clowns but still grow in 2

cycle thru cities set builds - end turn at -384gpt & a 73cpt increase
Military: 3 settlers, 4 explorers, 3 rifles, 2 cannons and 22 cavs

IBT - same standard AI actions / 2 cities riotted on me (one is a draft city and I know I checked all of those)

Turn 257 - 1335AD
69733 culture, 2784cpt, a 75 cpt increase (another temple must have doubled)
treasury 4041(at -322 with 86 builds not on wealth)
draft 28 rifles

Military: 13 settlers, 51 explorers, 31 rifles and 14 cannons (1015 shields)

TRADE: IND will pay 12gpt for saltpeter - I agree
sell Wmap around the horn - make 4 gold plus updates
 
0 cptpt gives 1390AD

44 cptpt or 4 more turns of 75 cptpt gives 1385AD

116 cptpt gives 1380AD

in other words.. try to keep up the 75cpt rush for the last 3 turns too if possible :)


Reaching 1380AD seems impossible to me..we are falling further and further behind.
Once 1385AD is secured I think main focus should prolly be to build enough wealth/taxmen to prevent going bankrupt, and have rest of cities build military to discourage the AIs from attacking us...
 
Great job! We could sit back and add no more culture and finish in 1390. ;)

But we wouldn't do that with 1385 available at 45 cptpt. :D
(With 1380 requiring 116 cptpt, I think that's now officially out of reach.)

The treasury will be tight, but I think we'll squeeze through - 13 more towns is 26 more gpt, and we won't need 86 towns building stuff in a few more turns.

And Gyathaar beats me once again! :mad: :joke: :p
 
Gyathaar said:
Once 1385AD is secured I think main focus should prolly be to build enough wealth/taxmen to prevent going bankrupt, and have rest of cities build military to discourage the AIs from attacking us...

Looks like that will be your assignment, Gyathaar! My guess is if we continue to draft rifles wherever we can even after 1385 is secure, we can build up enough military to deter the AI. :fingerscrossed:
 
AlanH said:
Worst case, therefore, doubling of buildings created 1000 years ago should give us +2 cpt in each of 1320 AD, 1340 AD, 1380 AD and 1390 AD. Not a big deal, really, but every little helps.

This is a quote from the estimate I made a few pages ago of the effect we can expect from doubling between 1300 an 1400 AD. From the reports Gator is making the dates seem to be a bit flexible :hmm: But it looks as if we can hope for a couple more 2cpt additions between now and the end of the game.
 
I agree, that's why I've been pushing the explorer/cannon builds to get as much culture quickly so that we can "coast" to the finish.

If I did the math right and we average 70 cpt increase for 5 more turns we could do 0 cpt until the end for a 1385AD finish.

We're starting to have some happiness issues in our rdraft cities and I barely got to 70 this past turn, but I now have 13 settlers which should allow some cheaper builds over the next few turns.

EDIT: per Alan's post, I've had 2 temples double so far I think a turn earlier than your prediction but close enough for me. Good job :goodjob:
 
DJMGator13 said:
If I did the math right and we average 70 cpt increase for 5 more turns we could do 0 cpt until the end for a 1385AD finish.
we only need 61 cpt rushed over 5 turns, not 70 .. or 72 for 4 turns (not 75 like I wrote before)
 
I'm curious as to what effect our next save post will have on our page views for this thread - we are already at 11,910, a ridiculously high number to start with! :p
 
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