SGOTM7 - Team Bede

venerable one said:
This is a MIL nation, no? Getting leaders from combat should not be a problem once the neighbors come knocking on our shores
Ottomans are IND & SCI

sorry for the 3x post
 
Methos said:
My apologies, posting is the only way I can figure out to subscribe to this thread. Sorry for the interruption. Couldn't figure out how to subscribe without posting
FYI: Threads can be subscribed to by clicking the "Thread Tools" drop down to the right of the screen just above the first post on the page.


EDIT::: didn't want an entire page of my posts so I'm gonna edit this one. I was just looking @ the shield situation, we are only collecting 5 shields per turn after waste in Edrine. Is there any way that anyone can see that it can be helped? BTW, I'm going to be going away from Friday to Sunday so no input from me for this weekend. I'm the same as A-K, if I get annoying let me know to shut up!
 
Erdrine will be be able to do 20+ shields when it gets up to snuff however, before corruption, which shouldnt be THAT bad. Supplied with workers from the worker farm will get it up to size.

I think that we need to do IW and then Lit. There has to be iron on our island, I dont think MB would be that depraved. Put Istanbul on warrior duty if it can get to 10 spt. Build 10-15 warriors, cut off research at lit, hook up the iron, 600-900 gold later we are invulnerable to invasion. Warriors can be deployed east of erdrine on the mountain for promotion and scouting, in the NW to stop barbs from popping (it will be a while before thats settled), and along the coast around Istanbul to prevent landings on our valuable tiles.

Get a barracks in spice city and warriors and archers out of there.

I realize that we might be under attack before we accumulate that much gold, but warriors can just get in the way of invaders, and hopefully start the Zulu golden age soon. The sooner they have their GA the better. This is a somewhat radical plan. It will be a bit touch and go until 800 or so BC, but if we delay contact with Arabs and Persia (accordign to Tubby), we only have the Zulu and crappy AI landing techniques to deal with. Indians wont be a factor for a while.

Once Istanbul gets to 10 spt, a forest chop will get us a granary in 5 turns. I think it is worth it before we settle the NW.
 
MP said:
I didn't think the SoZ would be enabled in this game
I don't remember M-B saying otherwise so I'm assuming that it is. Just because vanilla & PTW are in this competion too doesn't mean that the C3C wonders are dimmed out. They should be there.
 
I like killercane's idea. Make Bursa a worker factory to improve and join to Endrine. Istanbul can build settlers and spears.

I would go for IW before Lit if I was 100% sure it would be in good timing, but there are so many factors (the growth of Endrine, which tiles will be roaded/mined, how much our overall science will increase, etc) that it would be very hard to tell.
 
MP said:
I would go for IW before Lit if I was 100% sure it would be in good timing, but there are so many factors (the growth of Endrine, which tiles will be roaded/mined, how much our overall science will increase, etc) that it would be very hard to tell.
eldar, do you have a spreadsheet for this.... You are the best person I know at planning this type of thing.
 
playing soon. Going to take tubby's advice about the trades and see what develops. South of Hlobane, there is a forest. It is NE of a mountain. I'm going to build a city there. With border expansion it will pull 3 BG. I'm going to road to that city and then park units outside of it for as long as possible. Some famous guy said "He who defends all, defends nothing" or some such hooey. But, it appears we have just such a situation here. Hopefully the AI invaders will be drawn to it like flies on sh**. This little excercise has led me to reverse my thinking and go writing -> math -> lit. We'll probably want at least 6 cats parked in Bait City (yes I've already decided on a name even though the ultrasound wasn't really clear, although Pile of Dung is a strong second)

@ TR - thanks for the assist on assist II.

I am now going to have igor go fetch Civassist II and test it on an epic game which may be my shot for HOF. (Dutch, 60% continents, popped SGL, own leo's, Artemis, GLib, Templars, Zeus

I will probably check in before playing later.
 
Tubby Rower said:
eldar, do you have a spreadsheet for this.... You are the best person I know at planning this type of thing.

20 turns at the start of a game with 1 city and 1 worker are easy... as you said, there are a few more variables to take into account. At some point I'll take a look.

Might as well point out I'll be out of town from tomorrow until Monday afternoon (no 'net except dial-up, only my family, my wife and her Mac to keep me company and I've not re-installed Civ on it since she upgraded to Tiger).
 
Admiral Kutzov said:
playing soon. Going to take tubby's advice about the trades and see what develops. South of Hlobane, there is a forest. It is NE of a mountain. I'm going to build a city there. With border expansion it will pull 3 BG. I'm going to road to that city and then park units outside of it for as long as possible. Some famous guy said "He who defends all, defends nothing" or some such hooey. But, it appears we have just such a situation here. Hopefully the AI invaders will be drawn to it like flies on sh**. This little excercise has led me to reverse my thinking and go writing -> math -> lit. We'll probably want at least 6 cats parked in Bait City (yes I've already decided on a name even though the ultrasound wasn't really clear, although Pile of Dung is a strong second)

If you put it where I think you want to put it why not just call it Flipper, or Rorke's Drift. It will have Zulu borders on at least two sides. I suppose we could use it as a training camp for our archers, though. Build it, flip, capture, promote an archer, flip, recapture, promote another archer, flip, re-re-capture and so on.

The Zulu have all the culture judging from their knowledge base, and Deity cultural conversion factors are brutal.

Research path conforms to my thinking in prior post. Mathematics for catapults and get the other miltary techs out of the library.
 
It's too late, I've screwed up the game. Apparently my sacrifices to the RNG were inadequate.

Recon: wake the conscript warrior. Send it NW to hunt barbs. crank research to 100%

IT: 'bul spear > settler

1725: conscript warrior flawlessly dies at the hands of the awesome 2/2 barb warrior. Drop science to 90%

1700: 3/3 warrior flawlessy dies to awesome 2/2 barb warrior (this will be a reoccurring theme, pay attention). drop sci to 80%. Build Iznik on Spice.

1675: raise lux to 20%. drop science to 70%.

1650: connect spice. lux back to 10%

IT: 'bul settler > archer

1625: drop sci to 60%

IT: 4/4 spear fortified in city finally gets me a win vs. an awesome 2/2 barb warrior. writing > math

1600: 4/4 archer kills a 3/3 barb uber warrior. wake the dinghy, move towards the borders.

IT: Ulundi finishes Oracle. Shaka is building the big bulb.

1575: Move towards Dung Pile anticipated site and discover there's a barb camp on it. Contact Abu. He knows writing. He's up wheel, CB, IW, math. contact X. sell him alpha + 4g for wheel. Trade writing +71g to X for IW. Declare on both. We have 2 each of iron and horses.

IT: 4/4 spear defeats 2/2 barb warrior. 'bul archer > spear.

1550: 4/4 archer on mountain dies flawlessly to 2/2 barb horse.

1525 IT: 2/2 barb horse kills fortified 4/4 spear in Bursa. There was an archer in bursa as well. WTH?

1500: nada

spear/settler pair should plant in place. there are 2 barb horses threatening bursa. given my luck, I'm not making any suggests as to how to deal with them. Next research should be lit. to reiterate Zulu are building the Lighthouse. We need swords and horses asap. The barb camp on the mountain has to go (just because I'm fealing hateful towards the RNG)

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Figuring out the save protocols, will get it posted soon (there was something very wrong in my original phrasing of I'll get it up soon :crazyeye: )
 
I think we forgot to tell the Admiral about the Deity barbs.

The town in the southeast will have both horses and iron, that's great. Just need to keep the garrison up.

We have two luxuries connected, a capitol that can do spears and settlers, and a worker farm close to completion, a pre-build that is just humming along, and some barbarians to use for training troops. What more could you want?

Nice job screwing up the game, AdmK, keep on screwing up like this and it is in the bag.

Obligatory roster check:

soul_warrior - you up
eldar - on deck
killercane - got the stone further up the hill
Meteor - pushed it even further
Bede - changed the plan a little
Admiral K - screwed the pooch and came up golden
 
The only screwing you did was screwing me by almost giving me a heart attack. Um maybe I could have put that a little more succinctly but you know what I mean. Good job.

What about whipping the library in Bait City when Lit comes in? It should be around size 3 by then, shortwhip using walls, then whip the brary or wait til the 20 shield mark to whip. I think the earlier the better, to eliminate that barb camp w/o chance for casualty and give it some culture for flip defense.

Also, what about NOT settling the NW just yet and building up our forces for a bit? Maybe put some units over there to stop barbage and whack the inevitable settlers the AI will try to land. I think Istanbul should be on full time troop buildup. Cities there would be a flip risk and not even that profitable due to corruption.

If we buildup now, I think we can invade the Indians right around the library's completion (when we get mapmaking). We need to get to them before they have a chance for a Golden Age. The Zulu will have a GA, as will the Persians. Abu and the evil warmonger Ghandi should be first to taste Ottoman Steel. How many units for the initial invasion is the big question.

We are hurting at Bursa, the barbs will likely not take our money but destroy the granary production. OUCH.
 
Can we load current saves into CAII? This is my first SGOTM so I dont want to mess it up.

I want to see what the resource situation is with our enemies. Soul, could you post that when you pick up the save?

Karachi is City #7 on the Indian city list in the Conquests editor, and Hlobane is City #4 for the Zulu. This indicates to me that their landmasses are not much bigger than ours if at all and probably smaller. The Zulus capitol must be close since Hlobane was founded a while ago in its current spot. The Zulu will be able to reinforce their position much quicker than the Indians.

We might be able to keep Karachi rather than raising and replacing it. It will be productive so close to our cap and less of a flip risk.
 
I really like the spot for horsey iron town. Pops a hut too. Maybe our FP city if things break right. i knew about diety barbs, just didn't believe enough. I can live with a few barbs for seasoning, but this wholesale wandering has gotta stop. crank 2 swords from 'bul and go kill the one on the mountain. hate to think what the end of age "massive" is gonna be like if we let them live.

@ SW - we need a dot map. we haven't done a dot map. Please may we have a dot map? :bounce: :bounce: 2 bounces we wants it really bad. Or are you in line for Revenge of the Sith :lol:

@SW2 - check 'bul - think I forgot to MM it on the last turn.
 
Obligatory roster recheck:

eldar - can you take it before going out of town?
soul - suffering from "job enrichment"
killercane - got the stone further up the hill
Meteor - pushed it even further
Bede - changed the plan a little
Admiral K - screwed the pooch and came up golden
 
killercane said:
Can we load current saves into CAII? This is my first SGOTM so I dont want to mess it up.

I want to see what the resource situation is with our enemies. Soul, could you post that when you pick up the save?

CAII is legal and encouraged. Checking now.

Reports no iron or horses for any of the opponents. :hmm:
 
The key is keeping our homeland defended at the same time but I think with careful unit placement we can make the Zuls land in some sort of ghetto Funnel of Doom SE of Istanbul, and make the Arabs and Persia land in the jungle in the SE.

We should not overestimate a Deity opponent. Getting to them quick will be a key to victory.
 
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