SGOTM7 - Team Bede

i may be over caucious, though
not at all. Think double spears then bows. Oh BTW, better have spears and bows to cover the workers... :devil:

For discussion - what do we do with the first leader?
 
Admiral Kutzov said:
not at all. Think double spears then bows. Oh BTW, better have spears and bows to cover the workers... :devil:
yep, one to hold them and one to rule them all....

Admiral Kutzov said:
For discussion - what do we do with the first leader?
we cant rush the GLIB, right ;)
maybe an army? getting a winning army would be very nice.
what to load it with, though? i would go for a defensive army. we will get more later that we can use offensively, and our direst need now is for defense, not offense.
 
Tubby Rower said:
Meteor, discussion is pretty much as needed. If you are in the Xteam, they jabber on about something all of the time. Other teams really are just a collection of individual players.
well, i had to check.
the jive score as of 2 minutes ago is Xteam 72 - Team Bede 82.
we are clearly in the lead, and not even into the end of the first quarter. :lol:
 
-If we had a leader right NOW, I would say FP for extra production and to get it out of the way.

-If we get it when they start landing troops en mass, I would say horse army to gallivant around and cover those places that need to be covered.

-If no horses, then maybe spears.

Most likely to happen I figure:

-We wont have HBR when first leader comes, use spears. Use that army to kill an archer or something, promote our archers on the barbarians, generate another leader for the Epic, and then the FP w/ the third as we'll be getting close to OCN.
 
Lessons from Uncle Handy:

Spears are the most effective troop build right now. There will be no offensive action for a while yet.

Getting a picture of the local landmass is real important. Since we have had no visitors other than barbs I am assuming we are home alone. Otherwise there would have been fewer barbarians and more Impis or Indian archers/warriors.

If we are going for the Book Bindery than a pre-build needs to start RSN. Yet burning the treasury to get to Literature may not be the wisest course. It definitely needs to be timed to the shield accumulation at Erdrine.

Istanbul looks to be set up as a good troop factory/worker/settler factory and farm.

I need to pick up the save before going any further. More later.
 
First thing I did was crank up the science slider to get Writing in 16 @-1, then used the forted spear to whack the crippled barb, then changed the production order at Istanbul to an archer. I would rather have the vet archer for barb supression and get some more growth at Istanbul before building another settler.

Noticed the yellow border to the east, so the Zulu must be over that way. I am going to sashay that spear that way just to make sure they are not on our island.

Getting the road down to the incense and then start improving the terrain at Erdrine was a good move.

Depending on what I find in the hinterlands east Bursa could be a full time worker/Spear producer once the barracks is up, leaving Istanbul to produce spears/settlers.

And here is another map for you all to chew on while I play out ten

BedeMap.jpg


I am going to suggest that we slow down the pace of play a little while keeping the level of discussion high. The enthusiasm is great, but let's temper it just a little.
 
Now you know why I try to wait. can you sharpen that screenie? it's really blurry and i'm too scared of a possible rules violation to d-load a save... BTW - the shading thingy is cool although I have no clue about the meaning. Yes, I've been drinking (again) :crazyeye:


we're winning the post race so far. :bounce: :bounce:
 
Orange shade looks good for taking on the brunt of the Zulu attacks. It will need to be heavily fortified being 3 moves from the capitol. Is it on a hill?
 
sashay that spear that way
I'm not sure I'm secure enough to play in a game with sashaying going on. :lol: BTW, I'm shamelessly padding the count on the way to 2K. The team needs to tell me when to shut up. Let's go find IW kill AI
 
The Save

In 2110 fight off a barb at Bursa then get this message:

Bede_2110_00.jpg


In 2070 discover the Zulu are on the other island. So I dispatch the archer south to bust some more fog.

Bede_2070_00.jpg

And everybody we know starts the Oracle and the Pyramids.

In 2030 we get some really good news.

Bede_2030_00.jpg


And I have found another city site with spices handy which will also bring some more production into the Erdrine radius.

In 1990 whack a barb camp with the wandering spear and collect some more gold.

Bede_1990_00.jpg


Note another border to the SE.

The south is chock full of barbarian villages.

Bede_1910_01.jpg


So our brave archer busts a village and gets Bactrians.

He survives the Bactrian attack and then the warrior MP from Istanbul busts the barb on the road to Istanbul.

Curragh confirms that we are home alone with the barbarians.

In 1830 Istanbul produces a settler who heads south to the Spice jungle.

Circassians attack our archer who kills them then in 1790 he goes forward and busts the other camp.

Sarbadar warriors at Bursa promote the spear to veteran, I switch Bursa from Barracks to Granary.

In 1750 kill the last Circassian warrior in the south and the settler and spear step into the jungle.

Bede_1750_00.jpg


Another intersting M-B layout.

We need to stay away from the cultural borders to our east and north. Cultural conversions will be a royal pain as they will give the opponents a free foothold.

Pushing our settlements to the NW and protecting those coastlines are priorities. The curragh is sentried in the southern strait within sight of the borders down there but not close enough for contact.

This is not your standard AWD. With no one on the island until Map Making we have an opportunity to expand. And when they do land it will not be in overwhelming strength. So we should have an opportunity to develop the land and get some serious production going. The downside is that we will not be able to do anything to check the other nations, and we will not have the opportunity for leader spawning until they do.

I am of two minds about what to build at Bursa. A granary would be really nice for a worker farm, though it may be that we need the workers faster than the granary can be built.

And we can forget about the Great Lightbulb. The straits are no more than a single tile wide.

Istanbul needs to be maintained at pop5 for maximum efficiency, while Erdrine needs to work the sheep to the north for growth and shields.

Zulu still hold the monopoly on writing and iron working as far as I can see.

Afraid I burned a worker turn by moving to the second incense hill south of Erdrine. :(

Roster check:
Admiral K - you're up
soul_warrior - on deck
eldar - got us going
killercane - got the stone further up the hill
Meteor - pushed it even further
Bede - changed the plan a little
 
Good exploring. Looks like we go into rapid expansion mode. Like SW said though, we will probably be getting invaded possibly within the next turnset, so we need some combination of units to defeat them, or absorb hits.

Should we plant units everywhere so no barbs? We could use the barbs to level up, but if we get invaded, we might not want to deal with barbs.
 
@Bede: are you sure that's not a landbridge/chokepoint in the darkness in the last pic under the word Endrine??
 
It might be but I highly doubt it. I heartily agree on the jungly spicy city placement and expansion NW. It looks like the granary in Bursa could be helped by two forest chops.
 
MeteorPunch said:
@Bede: are you sure that's not a landbridge/chokepoint in the darkness in the last pic under the word Endrine??

Given that the Zulu are in that direction and we have seen nothing but barbarians come from there I don't think so. But I am not sure, so it will make sense to verify.
 
looks like ill have a very busy set on my hands soon.
so the plan is?
1) get GLib, scratch the bulb
2) expand north, avoiding the shores and culture borders
3) cranking out DEFENSE for now and bracing for the impeding hordes
4) no leader in sight, so no plan yet.
5) worker farm in Bursa. we might need them now but will surely need them later.

anything i left out?
 
Just had a thought here based on my cotm12. If we get a great leader, the first option should be a FP rush if the FP is a ways off.

If we build an army now, it could only be used for island defense, in which 3 separate units may be more useful. Otherwise, the army cannot be transported until Galleons. By then, a spear/swords/archer army won't be too useful for crushing cities

But on the other hand, getting an army victory/Heroic Epic early could be huge.

I voted to play Conquest vs. PtW based on the power of armies vs. a second Ring (FP), so getting the Heroic Epic going would be vital.

Keys for the game at this point:
1. Fill the island with cities.
2. Prebuild Great Library.
3. Build Libraries. (I haven't heard this discussed yet. It will be extremely important as we will have to do all of our own research in this game. Additionally, it adds culture vs. flips)
4. Build Forbidden Palace.
5. Level up units vs. barbs?
 
Like MP's ideas. Map Making isn't too far off for the AI. Hopefully we have the resource for a mobile defensive force. HBR is going to be more important for containing the invasions than math. what should I research after writing? Play tonight.
 
MeteorPunch said:
If we build an army now, it could only be used for island defense, in which 3 separate units may be more useful. Otherwise, the army cannot be transported until Galleons. By then, a spear/swords/archer army won't be too useful for crushing cities

Bingo!

MeteorPunch said:
But on the other hand, getting an army victory/Heroic Epic early could be huge.

This is a MIL nation, no? Getting leaders from combat should not be a problem once the neighbors come knocking on our shores

MeteorPunch said:
Keys for the game at this point:
1. Fill the island with cities.
2. Prebuild Great Library.
3. Build Libraries. (I haven't heard this discussed yet. It will be extremely important as we will have to do all of our own research in this game. Additionally, it adds culture vs. flips)
4. Build Forbidden Palace.
5. Level up units vs. barbs?

Perzactly.

One more point: if we can delay contact south and east until we have trade bait for the opening negotiations it may help.

soul brother said:
looks like ill have a very busy set on my hands soon.
so the plan is?
1) get GLib, scratch the bulb
2) expand north, avoiding the shores and culture borders
3) cranking out DEFENSE for now and bracing for the impeding hordes
4) no leader in sight, so no plan yet.
5) worker farm in Bursa. we might need them now but will surely need them later.

10-4, good buddy.

Admk said:
Map Making isn't too far off for the AI. Hopefully we have the resource for a mobile defensive force. HBR is going to be more important for containing the invasions than math. what should I research after writing? Play tonight.

I feel like I should know the answer to that, but I don't. The Book Bindery Build is proceeding apace and we are able to build cash even at max research and that will get better with the second luxury and more towns.

A bee line to Literature may be contra-indicated (Glib timing) and the other nations will research HBR for us. Catapults will play a big role in controlling attacks on the towns. This is still about defense and wounded attackers will be easier to deal with. And an off shore expedition with cats and spears will be pretty powerful for pillaging.
 
Just thought about something. Those purplish color borders are Arabia & Persia is just below them. After we get writingin on turn 7 of the next set, make contact with those civs and trade it for whatever they've got. The Zulus might have already taught them how to write but it might be worth the risk. I'd hold off on making contact with them until we need to trade or GL is available.


Zulu already have Math. I wonder if they have ivory.....


BTW, A-K, Those shadings on Bede's first picture is the territory shadings option that is part of CivAssist II. You can turn it on or off, but the colors will be distinct for each city unless you are colorblind :crazyeye:
 
Sorry for the 2x post, but a turn can be shaved off of writing by bumping sci up to 100% for 2 turns then drop it drop to maintain the current number of turns & save cash.

Currently 93 beakers left to go:
100% = 17 beakers
90% = 15 beakers
80 % = 14 beakers <-current setting
 
Back
Top Bottom