SGOTM7 - Team jeffelammar

Actually, the computer isn't on the way yet. I am limited by the fact that I need a couple more paychecks and maybe some money from graduation before I can afford to buy the machine that I want. At least my computer chose a decent time to decide to stop running, as I was already planning on buying a computer. But I am not quite there yet.

For fighting impi, a mixed stack of swords and horse is actually probably the best. Swords will retreat the impi, horses will clean take care of the redlined retreaters, and hopefully by doing this we can get an early leader from a horseman. Going against impis with horses alone will lead to far too many losses on our part, as the horses won't retreat. Going with swords alone means they can go back and heal, and we won't be able to make any real progress.
 
Ottomans, 1750BC

Preflight:
We need definitely more Spears. Otherwise our Workers will get hunted down by Barbs.
Then, I don’t want our capitol in a 2-4 Settler cycle. The capital must be as strong as possible, being the only really productive city in Despo. Skimming off Settlers with growth to 7 is fine, but it should never drop below size 5 (=10spt). Switch to barracks for now.

I wonder if the Arabs are really on our landmass. Could be the twice-expanded borders of Mecca…will try to not contact them as long as possible; at least until we have IW.
Enter.
IBT: More Yokels show up.

Turn 1: 1725AD
Arabs still not in F4. No clue where the Settler is supposed to go; need to scout a bit more.

Turn 2: 1700AD
Same as above.
IBT: We learn IW. Washington completes the Oracle.

Turn 3: 1675AD
Nice. We have Iron in Iznik’s expanded borders, and 3NW of Bursa. And, I was heading the Settler there anyway :).
HBR in 9.

Turn 4: 1650AD
Zulu and Indians cascade to ToA.
Found Uskudar.

Turn 5: 1625AD
Our lands are flooded with barbarians :mad:.
IBT: A Incens gets pillaged; we defeat 5 barbs on defence.

Turn 6: 1600AD
Archer kills barb Horse.

Turn 7: 1575AD
Zzz…

Turn 8: 1550AD
Zzzz
IBT: Argh, Barb Horse out of nowhere screws up my MM in Istanbul; next Settler won’t complete with ‘natural’growth.

Turn 9: 1525AD
Zzzz; except slowing down Istanbul’s growth.
IBT: Spear defeats 2 Yokels, elite.

Turn 10: 1500AD

Ottomans_1500.jpg


Build Orders:
Istanbul – Settler. Probably W of Uskudar. Note the screwed MM, sorry. Note you can give the mined BG to Uskudar for this turn, and work the Horses – left it in the wrong configuration, to show how it needs to end!
Edrine – Granary. Placeholder for Horse or Sword. City makes 6spt.
Bursa – Granary. Should complete IMHO; lots of Food there
Iznik – Rax.
Uskudar – Curragh(?).

I didn’t deliberately delay contacting Arabs, I had no spare units…but we should contact them soon.

Tech:
HBR in 2; I’d go for Math after that. India up Myst and Poly; Zulu up Myst, Poly and Writing.

The Barbs are a pain.

1500BC sae

Who’s up? :confused:
 
With the reduced lineup it looks like Denyd is up and I'm next.

Doc has laid out a good plan and math seems to be a good option. We need to wait on galleys anyhow and take care of our island first.
 
Whomp said:
With the reduced lineup it looks like Denyd is up and I'm next.

Doc has laid out a good plan and math seems to be a good option. We need to wait on galleys anyhow and take care of our island first.

Last night I managed to cobble together a system that should be capable of playing civ. I took a bunch of parts from a couple machines and ended up with a P2-450 with a 16 GB primary drive and a 5 GB secondary and 384 MB RAM.

I'm going to get Civ installed and see if it runs decently. After that I should be back in the mix. Will keep you posted.
 
OK - I got it and I'll try to play tomorrow night. There's a family picnic during the day, so if I have a little too much :beer: I'll wait until Monday.
 
First some pictures:

THE WEST
JL_1250BC_West.jpg


THE EAST
JL_1250BC_East.jpg


The blue numbers are my suggestions for city sites

NEXT THE SAVE

Finally: THE TURN LOG

Turn 0 – 1500 BC – MM Istanbul – Orion (Archer) (3/3) kills BH (Barbarian Horse)

IBT: Another BH shows up by Uskador – India starts Statue of Zeus

Turn 1 – 1475 BC – Orion E spots another horse, a BV (Barbarian Village) & a BG (Barbarian Galley) – Achilles sent to protect workers – Worker starts a road – 3 workers start road to connect iron – Hector (Elite Spearman) fortifies to protect workers – Athena (Archer) moves to clean up BV

IBT: Athena (1/4) defends against BH – Another BH to the east – Discover Horseback Riding research Mathematics at 8-% (due in 11) – Istanbul settler->spearman

Turn 2 – 1450 BC – Athena retreats to heal – Orion (2/3) kill Barbarian Warrior (BW) – Workers move to mine olives – Achilles moves to cover workers – Settler heads west

IBT: Another BH to the S – Uskudar curragh->curragh (vetoable) – Zulu start Great Lighthouse

Turn 3 – 1425 AD – Artemis (archer) leaves Istanbul to kill barbarians – Athena to Istanbul to heal – Orion (2/3) kill BH – Achilles moves to follow settler – Iron is connected – Workers N to road to next city – Eastern worker heads to olives – Argo (curragh) sets off to circle the island heading west and finds a cow

IBT: Another BH to the S – Istanbul spearman->settler

Turn 4 – 1400 BC – Athena heals – Orion (2/3) kills BH and BV (+25g) – Workers build a road to next city site – Settler, worker & Thor (spearman) head W – Argo heading N finds another incense – Nike (spearman) MP in Istanbul – Artemis heads S to meet the Arabs

IBT: Just BH movement –

Turn 5 – 1375 BC - Orion moves to mountain to heal – Upgrade Ares (chariot) to horseman for 30g – Athena S – Settler reaches city site (2 cows on a river) – workers move to connect city and worker moves to cow – Argo N turns and runs from a BG

IBT: BG is chasing Argo

Turn 6 – 1350 BC – Orion rests on mountain – 3 workers move to road to new city site in the east – Settler founds Izmit finding a BV starts a barracks (vetoable) – Thor MP in Izmit – Argo running from BG – Ares sent to kill western BV – Artemis moves to cover workers – Lux to 20%

IBT: Istanbul settler->spearman

Turn 7 – 1325 BC – Orion is waiting for the settler – Argo heading west ahead of BG – settler sent to eastern city site (horses, iron and spices on expansion) – Ares reaches BV – Athena & workers move to road a hill – MM Edrine to hurry the granary

IBT: Edrine granary->settler – Zulu builds the Pyramids in Ulundi

Turn 8 – 1300 BC – Athena (4/4) kills BH – Workers irrigate plains cow – Ares (2/4) kills BW & BV (+25g) – Argo moving east – Workers road to eastern city site

IBT: Argo is trapped between a Zulu Galley & BG – Istanbul spearman->settler – Iznik barracks->swordsman – India restarts Statue of Zeus – Vikings build Mausoleum of Mausollos in Trondheim

Turn 9 – 1275 BC – Hadrian (spearman) sent to Uskurdar – Argo into Istanbul for safety – Athena (3/4) kills BH – Achilles top Uskurdar and MP

IBT: BG dies attacking Zulu Galley

Turn 10 – 1250 BC– Argo heading west – Orion to future city site – Settler, workers & Athena move towards next city site – Hadrian MP in Uskurdar – Achilles heading east – Workers road & start mine on grassland cow – Ares moves to Iznik to heal – We have met the Arabs – Trade Horseback Riding + 7g to Arabs to Mysticism - Declare war on Arabs

Moving the settler 1 N will get horses & iron in the initial borders & pop the hut safely – to the N, W & E we seem to be on an island and since the Arabs (an expansionist tribe) have yet to appear from the south, I think this will be confirmed – After Mathematics, Writing then Map Making are a must
 
Sounds good. I'd move '4' to the coast; could be helpful to have a port on our East coast ASAP.
And, we should contact the Arabs (move a unit into their borders); they must switch to war mode. Best would be with learning Maths; should allow several trades.

From the Pic: Switch the capital to a Sword. Now. If the Zulu land a Galley-load there in the N, we're in deep troubles. We have not a single attacker in the entire N.
And the Settler there would complete with growth to 6 again, not 7.
Please mine the river plains there. Will bring the city to 15spt. Our Workers are improving corrupt cities before the core is done, a big :nono:.
Edrine will most like try for the GLib, needs Worker action. The capital anyway.

Something general about hunting Barbs:
As long as they don't sit on a tile you want to clear - let them attack. That's why I stacked the Archer/Spear combos. The odds are way better in this case (since they loose a HP first). And, you don't have to cover the Archer after attacking.
 
Actually we me the Arabs on turn 10 and traded for Mysticism before declaring on them. We are even in tech with the Arabs and down writing, math & poly to Zulu & India.

My reasoning for planting on 4 was to pop the hut without barbarians and both 5 & 6 are coastal cities.

It looks very likely that we alone on this island. I'd suggest we pack the island with cities as quickly as possible then get going on military. Without a land connected neighbor and with the AI bad at amphib landings, if we have a couple of spears to defend and a mobile defense force with a few swords for first attacks, we should be able to get the entire filled in quite quickly.

The Arabs are the current candidate for first target, being behind on tech and alone (probably) makes them an easier 'victim'. With luck they won't have iron or horses :D
 
Sounds like we have something resembling a plan :goodjob:

My backup computer is now civ-enabled. :cool:

The software for my new computer showed up today, so I hope the computer will as well. Either way, I will be able to resume playing tomorrow (Wednesday) night. If someone can play tonight, they should take it...

Roster
DocT << Got us moving again
Bed_head7 << Skip indefinately
CKS << Skip indefinately
Jeffelammar << up unless Whomp wants it
Denyd << Just Played
Whomp << Up if he wants it.

So we can keep this order if Whomp can get it at this point. If Whomp is swamped, then I'll take a turn tomorrow.
 
I got it. Please advise. Here are some of my thoughts.
denyd said:
Moving the settler 1 N will get horses & iron in the initial borders & pop the hut safely –
If we move #4 to 1N of #6 we'd get coast/horses/iron/hut/2BG's and if that's jungle clear the jungle. #6 could move on top of the spices.
denyd said:
After Mathematics, Writing then Map Making are a must
Makes sense to me.
Doc Tsiolkovski said:
From the Pic: Switch the capital to a Sword. Now.
Got it.
Doc Tsiolkovski said:
Please mine the river plains there. Will bring the city to 15spt.
Got it.
Doc Tsiolkovski said:
Edrine will most like try for the GLib, needs Worker action.
Do we have the capability to get the GLib? Should I change the settler for a prebuild now?
Doc Tsiolkovski said:
As long as they don't sit on a tile you want to clear - let them attack. That's why I stacked the Archer/Spear combos. The odds are way better in this case (since they loose a HP first). And, you don't have to cover the Archer after attacking.
Got it.
denyd said:
The Arabs are the current candidate for first target, being behind on tech and alone (probably) makes them an easier 'victim'. With luck they won't have iron or horses :D
It seems to make sense to fill the south sites first so we don't have to deal with more cities to cover with Zulu attacks. As well the Arabs seem to be a better first target for our galleys. Thoughts?

As far as settlements go my thinking was 4 on the spot I suggested. Then #6 on the spice then #7 then #1 on the spot. Is this agreeable?
 
Good idea on moving #4. Same impact as my spot and coastal :hatsoff

We'd have to get lucky to get the GL, but having the FP fall back on is a viable alternative. In that case, the barracks & granary in Edrine would be wasted for quite a few turns (still not sure why the city has both).

Filling in to the south (and east) are our settlement priorities.
 
So should I let the settler pop or pre-build now?
 
I'm back now. I've caught up on reading but not thinking, so I'm glad it'll be awhile before it's my turn again. The plan sounds good to me.
 
While I'm thinking of it, I just wanted to make sure we were all aware of the sea movement bug, as we may actually get to sea tiles soon. Coast = 3 moves, but sea and ocean both use only one move. This will make boats go rather a lot faster.
 
The differential sea movement saved Argo's butt (the curragh) as both the Barbarian Galley & Zulu Galley would have caught him under normal movement rules.

I'd like to let Edrine pop the settler, but I'll defer to others if they feel that's the place for the FP / GL build.

As for having an attacker in Istanbul, we have a horseman who is 5 tiles away in Urskudar (though he is wounded). But I agree, that rather than risk that Zulu Galley having an attacker (or an Impi), we need to have a sword ready for him. He did attack the BG, so I'm not sure he is carrying a unit.

Just a question why Iznik is so corrupt, we're very early in our city count to have a city that close to the capital with a lot of corruption.
 
Denyd you said the BG attacked the Zulu galley so I will put a sword in.
I'm kind of inclined to let Edrine pop the settler too so if you disagree please post.
 
Actually the Zulu Galley sank the Barbarian Galley while our little curragh cowered in fear inside Istanbul. Normally loaded AI ships don't attack, but at diety, who knows how aggressive the AI is.

As for the settler, I'm all for popping it now, but I undertand the reasoning for switching to a Forbidden Palace / Great Library project.
 
We'd have to get lucky to get the GL, but having the FP fall back on is a viable alternative. In that case, the barracks & granary in Edrine would be wasted for quite a few turns (still not sure why the city has both).

:lol: Edrine has a Granary because you missed my comment (Granary as placeholder for Sword or Horse; neither was availble in my turns - we didn't know HBR yet, and Iron was not connected).

Whomp: Your 4 is what I meant as well. And yes, get a Settler from Edrine.
Don't like the FP there; we better get the GLib.
 
Edrine – Granary. Placeholder for Horse or Sword. City makes 6spt.

Oh man, I hate when I miss things like that :blush:

As of this point in the game, I'd like to confirm that we are alone on an island and then get as many cities as possible on the island (for maximum unit support) and start pumping out veteran horses, swords and spears (for SOD protection). Once we have Map Making, start on producing galleys in all of are coastal cities. We are going to need a lot of ship transport (10-15) to land s significant force to conquer the Arabs (probably 10-10-5 horse/sword/spear).
 
Get a lay of the land. Change the new citizen in Istanbul to food. Hit *enter*.
IT F.S. Zulu (galley) is hunting. It redlines but sinks the barb galley. Edrine settler--> Palace
1225 Spy a river south of spices. Send some troops toward Bursa.

IT F.S. Zulu retreats into Hlobane. Barb horse south of Iznik on our #7. Istanbul sword --> settler Uskudar curragh --> placeholder for cat
1200 Reduce science to 50% math next. Aydin established on #4 spot and we gain 50g. Set to worker. Athena archer and Hector spear climb the mountain near Bursa and spy a barb camp in the desert. Move Horse Ares into the area. Use Artemis archer/Zeus spear with settler towards #7.

IT Math in to writing
1175 Ares whacks a barb warrior.

IT Barb galley appears next to Ares galley. Barb horse hits tandem. Bahbye.
1150 Continue south with Ares. Move the other galley north towards Bombay.

IT :( Barb galleys sink both curraghs but see FS Zulu sink another. Grrr..
1125 Find a spot with fish just a little further south of #7. It will cut time for galleys too.

IT Bursa disease :( Barb horse hit tandem. Bahbye.
1100 Antalya established near fish and we get 75g for camp and village.

IT FP message. FS Zulu reappears near Istanbul. Disease hits Bursa again. :mad:
1075 Move settler, workers. Lose a reg archer attacking the barb horses. :blush:

IT Zulus request audience. I ask for all his techs, all his gold and his first born. No dice.
1050 Move and workers.

IT Hector the elite spear redlines with horse attack and Athena goes 3/4. Phew. Uskudur cat-->cat
1025 1 visible barb in the desert.

IT FS Zulu goes east into the fog. Writing in and it's set to Map Making.
Bursa finally finishes its gran--> worker.
1000 Oops hit something wrong and Ajax the elite spear runs into the jungle next to Iznik.

SUMMARY
Istanbul and Edrine are happy with 2 MP's. We can run 0-10% generally. These jungles are going to require a lot of work. Here's the east and the west coasts...

jeff1.JPG



jeff2.JPG



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