SGOTM6 - Xteam

Tomoyo said:
And I hope you recognise me. :)
Who is this spy!! :lol: :lol: :lol:

Why it is Tomoyo in wolf's clothes? :rolleyes:

I think the answer to our gpt problem isn't anything by itself. It is doing what we've been doing, building more cities, setting growing cities to wealth, hiring taxmen where they won't produce food (or a significant amount of food) and building Temples and Libraries and nothing else (maybe an occasional Cathedral).

Good luck WillowBrook, hope you're caught up on your studying.... ;)
 
Swapping avatars, Tomoyo? What an interesting game! :rolleyes:
 
Quick update: by selling a bunch of barracks and MM food allocation to hire a bunch more taxcollector, we only lost 34 g this turn. But it was tedious MM - stuff like figuring out that if city A grows in 1 turn and city B in 2 you can hire another taxpayer while you can't if tiles the citizens work tiles so that city A grows in 2 and city B in 1, and looking for a way to make both cities grow in 1 turn if possible instead - and multiply that across the world. :)

I wasn't able to find any more culture builds, but I did change some of the completed aqueducts and marketplaces to universities (well, half-universities at this point), and built 14 settlers.
 
14 more settlers sounds good.

Don't forget about colosseums, I know we've shied away from them due to their cost versus culture but they are cheaper than universities right know and quicker to build. I'm not worried about the gpt either because soon we will switch the bulk of our citizens to taxmen, probably for the last 15 turns or so when adding additional culture has no real impact on estimated victory date.
 
Coliseums will be important, but not quite yet, I don't think. If there are at least 16 turns left in the game when a city could either build a coliseum or save the shields for a university, we'll get more culture waiting for the university as long as the city in question is getting on average 2-turn growth or better. At 16 turns, the coliseum would give 32 culture over the rest of the game, as would the university if built 8 turns later.
 
WillowBrook said:
maybe this is what team tao has been posting so furiously over. :hmm:
I know!!!! :p :lol:

I've had a lot of fun following this one from the sideline.
After reading these last posts I think I'll abandon my own 100K in GOTM 41, with one turn a day I wouldn't finish for several month. :eek:

Good luck guys! :goodjob:

zamint3
(former Xteam-member)
 
If the city is too unhappy to build a uni, the colosseums will be better, since they are cheaper and can help solve some happiness issues... :)
 
zamint3 said:
Good luck guys! :goodjob:

zamint3
(former Xteam-member)
Thanks zamint3. Welcome back to the thread. How are you?
 
Howdy zamint3 :wavey:
 
Tomoyo said:
If the city is too unhappy to build a uni, the colosseums will be better, since they are cheaper and can help solve some happiness issues... :)

Good point, and there's also the possibility of turning those extra 4 pop points into, essentially, 20 movable sheilds (2/3 of a temple for 8 turns is 10 or 11 culture). Every time I try to figure out a "best" strategy for some aspect of this end game, I find too many complicating factors. :sad:

But the game goes on! :crazyeye: :) :crazyeye:
 
zamint3 said:
I know!!!! :p :lol:
Any hints?? :mischief: :scan: :D

zamint3 said:
I've had a lot of fun following this one from the sideline.
After reading these last posts I think I'll abandon my own 100K in GOTM 41, with one turn a day I wouldn't finish for several month. :eek:
That is exactly how I felt about 2 nights ago! :lol:

How have you been? Hope you are enjoying your respite and that we might see you back again sometime?

Don't be afraid to drop in and fill in some spam... :p

Now to game stuff:

For 100 shields you can build a Market that will provide almost all the happiness we'll need, save a pop point and has no maintenance cost.
Then the city can produce mobile shields for Temple and Library rushes. I'm sorry but I can't see the use a Colosseum has, even with its 2, very expensive, culture points. :)
 
Good point with the markets. So Markets, then cannons/longbows? Looks like that's the general plan, eh?
 
Just wanted to let y'all know that I think I'm ready to press enter at the end of my first full turn (but I saved the game at 1:30 this morning, so I'll look at it again before continuing). I didn't get as much culture rushed as we'd have liked, and I think it's partially because some of the settler rushing took a few cities off drafting (I wasn't as careful as I should have been), and partially because so many cities have the three relatively cheap culture builds.

Here's my general plan for working with cities with temple, library, and cathedral (this may be appropriate for another 5-10 turns, then need revision):
-If it has freshwater or aqueduct and gets 1-turn growth size 6-7, draft every turn, adding marketplace when necessary.
-If it can't grow to size 7 but can get 1-turn growth 4=>5 and 5=>6 and the neighboring cities aren't all needing the same tiles, I'm building a university, rushing 40 shields when it reaches size 6, the last 40 taking it from size 4 to 2 for uni completion in 8 turns (assuming it starts at size 4).
-If it has a moderate amount of food or a high amount with lots of towns wanting to use the high-food tiles, I rush a settler when it reaches size 5 or 6
-If it doesn't have much food, I rush explorers or cannons for movable shields as appropriate.

Towns that don't have temple, library, or cathedral get those improvements in that order, of course.

I don't know what my internet access will be like this weekend - I'm sublet-hunting in Chicago and visiting friends. So you may not hear much from me until Sunday evening. But I hope to have two more turns played by then. :)
 
Sounds like a good plan, Willow.

I noticed Team Tao and Peanut haven't posted a save in a while. Could they be sitting on a finished game not wanting to set the date to beat or are they just taking a while to play their turns? I think tao has been playing 10 turns each, so that would take a while to play at this stage of the game.
 
Remember the anti-spoiler defences in the SGOTM report mean you won't see the upload for any team's final turn set until the game is over.

[EDIT]Most teams are playing 10 turn sets. Looking that the graphs I'd say Peanut's last published save is close to 10 turns from 100K, so they might have finished. tao will need about 15 turns to get there so it's likely we'll see another save from them before they complete. Jeff are well within 10 turns of 100K, so they may well have finished.

There's not really much point in hiding the end dates in this game, as the culture curves pretty well tell you the end date once the teams are within 20 turns or so of the finish ... barring accidents :eek:.
 
Actually, there is a way to see what teams has finished and what year by looking at the report.
I reported it to M-B a couple days ago, but the info is still there :p
 
M-B told me there was some info, but hasn't said where. I'm blind and can't see it. P'raps you'll give me a clue? :hmm:
 
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