SGOTM6 - Xteam

If I still remember how to do math ;) here's our status assuming 142 culture is what we add(ed) in 1310:
0 cptpt: 1400AD
9 cptpt: 1395AD
31 cptpt: 1390AD
59 cptpt: 1385AD
95 cptpt: 1380AD

Getting 1385 would require ~300 culture added from some combination of new towns and universities. So no sitting back and coasting to the end.... :p
 
On the other side we just need 70cpt rushed in 1315AD (and 0 cptpt for the rest of game) to finish in 1395AD (which is most likely Team Tao's finish date as I showed earlier)

1385AD (or 1380AD :p ) should be the goal thou :)
 
@WillowBrook - I think what Gyathaar is saying is that if Gator keeps it up, I could play his turns and we still wouldn't have a thing to worry about!! :lol: :lol: :lol:

EDIT - for clarity and emphasis... :mischief:
 
Nooooo don't let leif play again.

Just joking. I just got back from Epcot with my parents. The Flower and Garden show is going on there. Got to see some nice roses, got to do a sneak preview of Soarin' (the new hanglider simulated ride) and got to drink a liter of dark beer at Germany. Capped the day off with a free concert from Davey Jones of the Monkees, as part of their Flower Power tour.

I'm off work tomorrow, one of the nice things about finishing up tax season, so I'll be able to get a few turns in tomorrow. I reset all the cities back to wealth that built units this turn and I think we were back down to -160ish gpt.

When should I try to rush unis in our drafting cities? It will take them down to size 1, so I haven't done that yet. Is that better left to Gyathaar in his turnset? For now I can use the drafted rifles.
 
My initial thoughts are to keep drafting as long as there is use for the rifles. Once a drafting town with a market and no uni gets too unhappy, use 6 pop and 80 moveable shields to complete the uni. (As long as we have moveable shields, I think we want to build universities rather than colisiums as the support is the same and the university culture is double while the build cost is less than twice.)

I may change my mind on best strategy once other suggestions are up here, but that's my current favorite. :)
 
DJMGator13 said:
Nooooo don't let leif play again.
:lol: :lol: :lol:
DJMGator13 said:
Just joking. I just got back from Epcot with my parents. The Flower and Garden show is going on there. Got to see some nice roses, got to do a sneak preview of Soarin' (the new hanglider simulated ride) and got to drink a liter of dark beer at Germany. Capped the day off with a free concert from Davey Jones of the Monkees, as part of their Flower Power tour.
Glad to hear you got away from the crush of culture rushing to find some real culture. How many culture points do you think you sucked up at Epcot? :mischief: Sounds like a good time!! :goodjob:
DJMGator13 said:
When should I try to rush unis in our drafting cities? It will take them down to size 1, so I haven't done that yet. Is that better left to Gyathaar in his turnset? For now I can use the drafted rifles.
I agree with WillowBrook, keep the Rifles coming until the city is so unhappy that it can't support drafting anymore. I think the most important thing is to keep the Temples, Libraries and Cathedrals coming as quickly as possible and that seems to require drafted Rifles and other disbandable units. Universities are nice, but for the resources consumed, it seems more towns with the other three improvements is better. :D
 
Finally got back to the game for a quick session. I was able to add one more cathaderal in Burdigala2 before hitting enter.

Start of 1315AD: culture 59053, 2494cpt - thats a 147 increase (looks like we had a temple double, I was expecting 145)

The bulk of our cities have the 3 basic culture builds so I have set almost every city to wealth. The city pop will be more valuable for trying to build universities. So from now on most of our mobile shields will come thru drafted rifles.

I'll give another update this evening when I continue playing.
 
Have we already filled in all the potential city sites?

Somewhere I remember reading a comment by Alan that there was the potential for around 800 more culture per turn that needed to be built and I didn't think that included Universities, but could be wrong. In your 4 turns (?) thus far you must be pushing 500 cpt increase? Could there be another 300? :crazyeye:
 
@leif: That's correct. Post #888 - total cpt available in towns that existed in the 1300 AD hand-off save was 858 cpt, from temples, libraries and cathedrals, and NOT counting universities. As Gator has built 26 universities by my count in the three turns from 1300 AD to 1315 AD that makes the total available in those towns 962 cpt since 1300AD. He's also built some new towns, and they have a potential of 12 cpt more each.
 
Here's the updated finish-date requirements:
0 cptpt: 1400AD
8 cptpt: 1395AD
30 cptpt: 1390AD
58 cptpt: 1385AD
94 cptpt: 1380AD

I expect that 8 will be easy to get; 30 is probably doable without extraordinary effort; I have no idea if 58 can be maintained the remainder of the game; I'd be suspicious if we continued to report better than 94 after the last few turns. So in my mind the challenge is to see if that 58 cptpt is attainable.

I'd say build more towns if possible, Gator. Once the new town squeezed in next to the French capitol gets culture we should have a path into more area, if I remember that part of the map correctly.

What's our best guess at when Team Peanut finished? I could try to measure things on the culture graph, but I'm too lazy....
 
On the IBT VIK actually attacked the FRA capital. There are still more sites and I added 2 more settlers last turn. There are plenty of things to build, they just aren't going to be assisted by the cities 1 shield per turn contribution, so that is why i set them to all wealth. There are also more cathedrals to be built. I"ve added a few settlers every turn but not a large number. That whole between FRA and VIK is unroaded so I did not go overboard with settlers last turn. I've got a large number of workers in that area now building some roads.
 
Ooo - watching the AI beat up on each other! How exciting. :D And the French capitol is on a hill, so maybe it will weaken the Vikings so they're not average to us anymore? :hmm:

And it makes complete sense to put all towns not about to rush moveable shields or a settler on wealth - that's what I'd been doing to keep our deficit in check (with the exception of temples, since I didn't have enough moveable shields at the time to rush more than a few temples completely per turn, and I figured five turns saved an explorer). Even settlers can be started with a cannon in a size four or bigger town and completed that turn so they don't need to be taken off wealth the previous turn.

Have fun managing our slave/worker gangs!

On a completely different note, it looks like Team Bede has run into 50k trouble - they've got a save posted with over 100k culture. Any bets other than on the Babs as to who's giving them trouble? :mischief:
 
Here's the turnlog, still need to cycle thru the cities and set builds, but that shouldn't take long with most cities set to wealth.

IBT - not much from the AIs

Turn 253 - 1315AD
culture 59053, 2494 cpt (a 147cpt increase)
draft 32 rifles
produced 2 settlers, 10 explorers and 4 cannons
fix happiness in 2 cities

found English Hill

rushed temples: English Hill (forest chop & a rifle)

rushed Library: New lapurdum3 / Northwest Nowhere / Amber Overlook / Baa / Water Everywhere / New Eboracum3 / New Ratae Coritanorum3 / New Agedincum3 / Extra Virgin / Yesterday / Dragon's Lair [11]

rushed Cathedrals: Captain's Cabin / Deva3 / Lapurdum3 / Tolosa3 / Monguntiacum3 / Noviomagus3 / Axima3 / New Lugdunum3 / Ivory Fields [9]

Only 62 culture added this turn, but I started some settlers in size 4 cities that will grow to size 5 next turn, this will allow me to rush them without having to use any moveable shields. There are also a bunch of size 3 & 4 cities that will grow in 1 turn, that should be able to rush cath with only 1 rifle added (2 in some).

Military at end of turn: 1 settler (in place to build city), 5 explorers and 4 rifles
 
AlanH said:
@leif: That's correct. Post #888 - total cpt available in towns that existed in the 1300 AD hand-off save was 858 cpt, from temples, libraries and cathedrals, and NOT counting universities. As Gator has built 26 universities by my count in the three turns from 1300 AD to 1315 AD that makes the total available in those towns 962 cpt since 1300AD. He's also built some new towns, and they have a potential of 12 cpt more each.
Way back in post # 888, now I know why I was too lazy to go and try to find it. :blush: And you thought I didn't read all this stuff! :eek: Now, as to whether I can count or not???? :crazyeye:
Gator said:
Military at end of turn: 1 settler (in place to build city), 5 explorers and 4 rifles.
Did you use Cavs to rush or? :confused:

Keep up the good work, you have it well in hand! :goodjob:
 
Didn't use any cavs this last turn, should still be at 22 (I think).

I may try for more moveable shields before I hit enter. I'm thinking cities with 8 cpt already and growing slowly put to explorers/cannons again. Although I have about 6 or so settlers that I can rush next turn that that will give us some cheaper builds again. There are still some city sites available.
 
I'm home from work today due to an eye infection that started yesterday, so I finished out 1315 and rolled into 1320AD.

Culture is 61609, 2556 cpt (a 62 cpt increase)
Treasury 5016

Drafted 34 rifles giving us a military of: 5 settlers, 42 explorers, 37 rifles and 6 cannons. That's 1010 moveable shields.

I'll play some more later today, using my good eye ;)
 
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