SGOTM7 - Team jeffelammar

Cool a settler pump in Istanbul.
OK so we have the Persians who have the same techs
then
Indians CB and alpha
Arabs CB and Pot
Scans WC and Pot
Zulus WC and Pot
Americans Mas and Pot

Pot is cheap. WC and CB are relatively cheap.
Does this mean the wheel makes sense for 3 potential techs to trade?
 
Are you guys OK? If you're to scared to start then I could roll you a nice chieftain start with a couple of extra settlers if you like? :mischief:
 
Don't worry, m-b. :lol:
We simply have to agree on quite some long term projects right from the start.


Vikings, :help:. That'll require lots of guards in coastal cities.

Techs, :sad:. Yes, The Wheel may be the only thing we can trade. However, that requires us to find anyone to trade - and before we've achieved that, everyone can have TW.
We must not expect lots of trades. We need to research for ourselves, and that requires a strong capital. And IMHO the Colossus. On deity/small, 15 towns don't research faster than 5.
We can have of course one more city sharing a Cow of Istanbul. But since we won't head for Pottery, the Settler factory won't work for a long time.
 
I like the wheel, both for trading if we get the chance and because I want horses since we have to war all the time. I really want that second movement point.

Besides the Vikings, our opponents don't scare me on an archepelago map. Maybe we'll be lucky and the Vikings will be on our island and we'll wipe them out long before invention. ;)
 
Yes we need to come to some consensus.
I agree with CKS that the wheel still makes sense since it will (hopefully) uncover horses and maybe a trade.
On the Colossus I can see the long term benefit. The short term will be pretty hairy unless we're alone. At what pop would we start the Colossus?
 
Before Colossus starts, we'll need at least 2 defenders for the capital and a settler to keep growing our empire. Also on Diety we'll need to connect at least 1 luxury if we want to get above size 4 without killing our research.

I rarely play on small worlds, what's the optimal city number? Should we pack the cities in or spread them out? Is 5 opponents normal or high/low for this size map?

As for research (my preferences):
1. Iron Working uncovers iron but is a longer research cycle
2. The Wheel would find any horses and is a cheaper first level tech.
3. Alphabet is a stepping stone tech to Math with cats and Map Making in
case we need boats but will take a while to get
4. Warrior Code will give us archers if early warfare is require and is cheap

As for order of play how about if Jeff & I swap places, that would let the team keep moving forward and I'll still get a first round set. After Whomp plays, we can decide if we should switch back or just leave the new order.
 
1. Research: I'm all for The Wheel. Given the terrain that we can see, horses seem more likely to be close than iron. I don't see hills or mountains at all, but there are lots of plains. (Plus we're the ottomans on a tailored map, so I imagine horses and saltpeter will be availiable)

2. Capitol: The colossus would be nice, but I think expansion may be more important. I'm not sure how much room we'll have to expand, but unless we find another spot that can produce settlers, I am very reluctant to take the captiol out of production to build the colossus. I'll go with the team decision, but that is my $0.02

denyd said:
As for order of play how about if Jeff & I swap places, that would let the team keep moving forward and I'll still get a first round set. After Whomp plays, we can decide if we should switch back or just leave the new order.
Works for me.

Updated Roster:
bed_head7
CKS
jeffelammar
DocTsiolkovski
denyd
Whomp
 
To summarize the short term plan:

1. Settle in place
2. Research the Wheel at maximum
3. Start building a 2 X spearman then a settler
4. Minimal exploration
5. If 2nd city site is good settler factory then start Colossus in capital

Anything else?
 
Ok, I'm off for a family wedding weekend. I'll check back on Sunday night and see where we stand.

Best of luck to those who get a turnset in while I'm gone.
 
We had a big storm and I lost power for a few days. I seem to be having a few problems playing now for whatever reason. So someone else will have to play. I moved the worker NE and I settled in place and did not do anything else except open up F10. Hopefully I can resolve whatever issue I'm having, if not, I'll just wait for a few weeks, as I am planning on buying a new computer sometime soon.
 
I guess I'll start off, then. I'll follow instructions for turn 0 and then follow the plan. I'll play the 20 turns if nothing interesting happens, but if things get too interesting, I may pass it along after 10.
 
Okay, here is the save.
http://gotm.civfanatics.net/saves/sgotm7/jeffelammar_SG007_BC3000_01.SAV

Turn 0: Set research to the wheel at max, settled and started a spearman, sent the worker NE
Turn 1: worker irrigates
Turn 4: Zulu appear to the east, northeast of the oysters. They have 35 g, pottery and warrior code. I trade masonry and bronzeworking for pottery, WC, and 12 g, then I declare war. Worker roads.
Turn 6: Worker goes northwest.
Finish spear, start new one.
Turn 7: Fortify spear. Worker irrigates.
Turn 10: Expansion shows olives on hill to south. Worker roads.
Finish spear, start settler.
Turn 11: Spear goes south.
Turn 12: Zulu have alphabet and ceremonial burial. Spear goes south, sees incense. Worker goes S, S.
Turn 13: Worker roads. Spear goes SW to olive hill. Goats to south and west.
Turn 14: Size 3, so lux to 10%. Spear goes S, sees floodplain wheat, hut to west.
Turn 15: Zulu have the wheel. Spear goes E, sees spices. Worker goes SE.
Finish settler, start colossus. Zulu start colossus.
Turn 16: Science to 100%. Worker roads. Settler goes S, S. Spear goes N.
Turn 17: India shows up to north. They have alphabet and ceremonial burial, but won't trade alphabet. Trade masonry for ceremonial burial and 33 g, then declare war. Spear fortifies, settler goes SE by river.
Turn 18: Worker irrigates. Build Edrine, start spearman.
Barb warrior appears from west.
Do nothing on other turns.

I don't know that we should try for colossus, but the only thing that would finish before the end of these turns was a warrior, so I left it there for us to discuss. Edrine doesn't have a lot of food, but there is lots to the southwest. The Zulu have started the colossus, so it doesn't look great for getting it.

We haven't seen any units nearby, so it is possible that both the Zulu and the Indians are on different islands.

Here is a screen shot of our situation now.
 
No, if the Zulu already started it, it's pointless. Where do they build it? Zimbabwe?


Edrine: Is that one at the river? If not, is it on a hill? If not, questionable spot - in AW you want to found on resoueces, whereever possible. Not that big deal for city#2, but keep that in mind in the future. Yes, it's even preferable to found on wines, instead of having Impis pillaging it...

So, we still have a chance they need MM first to reach us...we better have Horseman and Cats at that time.
OTOH, that early declaration should slow down them enough.

About the roster:
Jeff, IMHO it doesn't make that much sense if I play after you; we and bed_head better alternate with the less experienced. With Denyd skipped it's fine for this round, but should change again.
 
It looks like Edrine is on a river.
Like Doc said it might be better to slip me in between Jeff and Doc.
 
Back
Top Bottom