SGOTM7 - Team jeffelammar

Bursa is capable of high shield production, much more so than our towns. But you may be right, as Bursa could recover fairly quickly.
 
Sorry I haven't been able to chime in with more ideas but my new company blocks access to CFC, so I'm limited to non-work hours.

I like the idea of taking out the Zulu ASAP. There's no real need to keep any of the Zulu cities unless there is a land bridge to India. Taking out Zimbabwe first won't help with Ulundi as it's above size 6 (last time I checked) and won't have walls anyway. Also the Zulu capital is liable to flip to Ulundi which might give the Zulu's access to SP or Iron in Ulundi, so I'd go for it first. It would also remove the second front effect on the Zulu island, though we'd still have to worry about amphib landings. It might be a good idea to build the Zululand replacement cities in non-coastal locations to reduce the Berserk threat.

On the research front getting to metallurgy would be really nice, Trebs are good, but cannons are better. We'd also be one step closer to Siphai. That is our real make or break period for this game. We have to have the Indians, Zulu and the Arabs gone and be working on another AI by the time infantry show up.

I'm available Saturday night and Sunday to play, so if Jeff's turn comes up we can switch. Until then I'll get a chance to play a warlord GOTM.
 
Here is the save:
http://gotm.civfanatics.net/saves/sgotm7/jeffelammar_SG007_AD0550_01.SAV

Well, things started out poorly, but didn't end up horribly, although there was an unwelcome surprise at the end.

Turn 0: I retreat the army, rush a couple of galleys, and switch Denizli to barracks.
IBT: Indians land a pike and 2 swords in jungle by Iznik. Iznik finishes its library. Our galley out exploring sinks.

Turn 1: I bomb to little effect, retreat some workers, cover some. Retreat knights from Zimbabwe to heal.
IBT: I missed a road possibility for the Indians, and they kill a worker. Zulu caravel sinks galley. Bursa starts a settler.

Turn 2: MM so settler is in 2 turns. Bomb the Indians, kill pike and both swords. Elite knight kills impi by Denizli. Army heals.
IBT: Vikings land spear and MI.

Turn 3: Rush trebs in Salonika and Mugla. Bomb Vikings. Knights in Zululand kill 2 impis and 2 LB.
IBT: Vikings' MI dies against musket. They land a knight and another MI. Zulus reveal a MI, and Indians wander down through Zululand. I wonder if there is indeed a land connection, but later exploration shows there isn't.

Turn 4: Move toward Ulundi. Army kills Viking MI, Knight dies to Viking 2/4 knight without touching it. Longbow retreats the now 3/5 knight. Cover workers.
IBT: Viking Knight dies attacking longbow, it promotes. Konya flips with 2 units in it, a musket and something else.

Turn 5: Local army kills 2 spears, elite longbow kills spear, retakes Konya. Vet longbow kills MI and promotes.
IBT: FP completed.

Turn 6: MM so Izmit can build 4 turn knights. Empty Konya to attract attackers. Upgrade a catapult. Bomb at Denizli, kill 2 impis, a MI, and a LB, but lose a knight. Get a great leader. Make an army and ship it back to our island.
IBT: Indian sword dies at Denizli, they land a musket and MI by Uskudar.

Turn 7: Bomb, move settler into position by spices, troops to Ulundi. Vet knight retreats from 2/4 pike, elite knight kills it. I move troops around to deal with Indian invaders, but don't attack.
IBT: Persians land pike, LB, immortal by Iznik. Zulu LB dies at Denizli, Indian MI dies at Uskudar. Persians start Bach's, Vikings finish Magellan's.

Turn 8: Bomb. Army kills immortal, longbow kills musket. Build Bolu, start harbor.
IBT: Longbow dies attacking a musket. Indians land pike, sword, AC. Arabs land spear, sword. Finish heroic epic. Antalya riots, as I pulled out a necessary MP without realizing it.

Turn 9: Bomb Ulundi and elsewhere. Rush two harbors. Longbow kills AC, elite spear kills 1/3 spear, army at home kills pike and sword, army in zululand kills 3 impis, longbow kills last impi, longbow kills LB and razes Ulundi (6 workers). Knight dies to impi, elite knight kills impi, another kills the last impi by Denizli.
IBT: Lots of wandering around. Sword dies at Uskudar, finish harbors.

Turn 10: LB kills pike. Realize that the spice plan was stupid, as we already have spices, hidden under cities. However, we now are set to go north after the furs, and we have a set of slaves to build roads for us.

We lost 8 units, 5 in military actions, 2 in the flip, and one to the sea. We killed 38 units.

We need settlers to go to Zululand; I have some in production but we'll need more sooner.

These 5 tiles have been forested and chopped:
1 west of Iznik (by me)
1 south of Iznik (by Bed_head)
1 either E or NE of Mugla (by Doc T)
1 W, 1SW of Iznik (by me)
1 NW of Antalya (by me)

I'm roading the jungle in Arabian territory so we can get the trebuchets out there to bomb ships. We might leave a couple out there, as moving back and forth won't work while it remains Arabian.

Troops are moving towards Zimbabwe; it is showing a pike, but that pike walked into the city, so I expect it is mostly defended by Impis.

I didn't do any MM this turn before uploading the save. Konya needs to be fixed, and probably some other places. The Indians messed up my plans for Izmit to build 4 turn knights this round; we might switch it to a marketplace or university so as not to waste so many shields.
 
Nice going on the leader CKS. I think leaving the flip city open is smart.

Roster Reminder
Bed_head7
CKS << Just played
Jeffelammar << skip till Monday
Denyd UP
Whomp
DocT
 
Nice work CKS - I wasn't sure about the spices issue (I still need to download the new luxuries overlay) so I hesitated to make that comment.

Nice work with the new Army. I'll look for a chance to load it up with a single knight and move it to another island for pillaging (I assume India would be the preferred location). It's late tonight, but I've been given tomorrow from noon to 8pm to play as a father's day gift, so I'll play then.

My goals for the set:
1. Take & raze Zimbabwe
2. Settle a couple (2+) new cities on the Zulu island
3. Look for a place to drop the army to pillage the Indian lands
4. Mess around the the MM'ing and try to get Chemistry during this set
5. Start improving the Zulu lands with our new slave force
6. Defend the home island against invaders

Are there any special builds we should consider? (Pentagon, Forbidden Palace,etc?)

My main unit builds will be knights for attacking and muskets for defense. I'll also try to increase our trebuchet count.
 
I would say limited muskets. We are taking out attackers before they can attack us. We only really need muskets to defend our attackers.
 
Sorry, I should have been clearer. My last post was directed at denyd's list, the last point which was defend the homeland against invaders. I just wanted to clarify that unless we are unable to take down a Viking ship before it reaches shore, we shouldn't be wasting muskets defending homeland cities. Of course, I failed to say that. I sometimes forget that I need to write enough that it isn't necessary for others to have had the exact some thoughts about something to be able to understand what I am trying to say.
 
Nice Father's Day gift Denyd. :)
FP finished on CKS' 5th turn.
 
The Pentagon is available. We have the FP and Heroic Epic. I don't know whether we should build the pentagon by hand, though; it might be a good choice to rush with a leader. (Of course, now that we have the HE, we may not get any more.) ;)

I'm not sure that India is the preferred pillaging location. Arabia, Persia, and Scandinavia are all connected by land, so an army would have lots of land to pillage. Scandinavia is rich (4500 g). India and Scandinavia are the tech leaders, but India is poor (46 g). (Persia is trailing them in techs, but not by a lot.) Pillaging either India or Scandinavia will be a good deal for us, though.

As a side note, I think the Vikings may be at war with someone else. I've seen a lot of their ships going by, but not much stopping on our island - and I saw no berserks. The ships didn't stop where I could bomb them, so they weren't leaving because they got injured. Also keep in mind that the Vikings have Magellans now, so they can zoom in with even less notice.
 
Turn Log 4

Turn 0 – 550 AD – Wake up a galley in Aydin and send it to Konya – Move pike to defend Ankara (not sure why it was left available) – Hire another scientist in Mugla

IBT: Berserk captures Konya – LB loses to Impi attack (0-1) – Edrine musket-musket – Izmit knight->knight

Turn 1 – 560 AD – Army (4/9) kills Berserk & Spearman and re-captures Konya (2-1) – Trebs go 3 for 4 on Viking caravel – Galley (2/3) sinks Viking Caravel (3/1) – Elite Knight (3/5) kills Impi (4-1) – Elite LB (3/5) kills LB (5-1) and Bayezid II (MGL) is born – He speeds to Bolu and hurries Pentagon – Vet LB (3/4) kills Impi (6-1) – Army retreats to Iznik to heal and pike moves to cover trebs – Treb hits Indian caravel

IBT: Arabs land a spear/archer pair – Impi kills a LB (6-2) – Aydin galley->LB – Bolu Pentagon->barracks

Turn 2 – 570 AD – Trebs go 6 for 6 on invaders – Trebs & cat go 1 for 3 at Zimbabwe destroying the Great Wall – Vet Knight (1/4) kills Pike (7-2) – Elite Knight* (4/5) kills Impi (8-2) – Elite Knight (4/5) kills Impi (9-2) – Vet Knight loses to Impi (1/3) (9-3) – Elite LB* (3/5) kills Impi and Zimbabwe is captured (10-3) – Army (6/14) kills Impi (11-3) – Knight kills Arab spear (12-3) – Musket (3/4) kills archer (13-3)

IBT: Istanbul knight->knight – Uskudar knight->knight

Turn 3 – 580 AD – Elite Knight (3/5) kills LB (14-3)

IBT: Persia lands a crusader – Indian pike pillages a road & lands AC, MDI & Pike – Edrine musket->musket – Bursa court->knight – Iznik LB->LB

Turn 4 – 590 AD - Trebs go 3 for 3 – Galley (2/3) sinks Arab galley (15-3) – Elite knight (4/5) kills Indian pike (16-3) – Army (12/19) kills AC (17-3) – Vet Knight (5/5) kills Impi and promotes (18-3) – Elite LB* (4/5) kills Indian pike (19-3)

IBT: Indian MDI dies attacking Army in Zimbabwe (20-3) – Izmit knight-knight

Turn 5 – 600 AD – Trebs red-line crusader – Elite Knight (4/5) kills crusader (21-3)

IBT: India lands 5 (AC, LB, MDI, Pike & Sword) & Vikings land 3 (Archer, Berserk & Spear) by Zimbabwe

Turn 6 – 610 AD – Cat & Trebs go 6 for 9 – Elite Knight (4/5) kills Berserk(22-3)– Elite LB* (3/5) kills spear (23-3) – Knight Army (12/19) kills MDI, Pike & AC (26-3) – Elite Knight (4/5) kills Sword (27-3) – Vet Knight (1/4) kills archer (28-3) – Elite Knight (5/5) kills LB (29-3) – Galley (2/3) kills Viking Caravel (30-3)

IBT: 1 more Berserk by Zimbabwe – Indians land (WE,,) by Karfa – Istanbul knight->knight – Edrine musket->settler – Kafa LB->LB – Denzili LB->barracks

Turn 7 – 620 AD - Trebs 2/5 on Berserk – Trebs 3/5 on Indians – Elite knight (3/5) kills Berserk (31-3) – Vet LB loses to Vet WE (1/5) (31-4) – Vet LB (1/4) kills Sword (32-4) – Knight Army (5/9) kills pike & WE (34-4)

IBT: Vikings land a single knight – Persia wants to talk, no thanks – Ankara settler->trebuchet – Persia builds JS Bachs

Turn 8 – 630 AD – Trebs (1/4) on Knight – Army (15/19) kills knight (35/4)

IBT: Decline an audience with Ragnar – Impi appears next to Zimbabwe - Persia lands an Immortal – Arabs land sword & horse - Edrine settler->musket – Bursa knight->knight – Izmit knight->knight – Vikings starts Newton’s

Turn 9 – 640 AD – Trebs & cats 2/4 on Impi – Elite LB (3/5) retreats Impi – Vet Knight (4/4) kills Impi (36-4) – trebs (2/2) on Immortal – Army (5/9) kills Immortal (37-4) – Trebs 1/3 on Arabs – Knight (3/4) kill sword (38-4) – Knight kills horse (39-4) – Knight Army (8/19) kills 3 Impis (42-4) – Elite Knight (3/5) kills Impi and captures Bapedi (43-4) – Sell bank and abandon Bapedi (pop 7 is too much to suppress) – Land 4 muskets, 2 knights & knight in Army in Arabia

IBT: Spot an American Galley near Mugla – 2 Viking Frigates & 1 Galleon near Sinop – Survive initial Arab attacks losing 2 muskets and killing 1 sword, 4 horses & 4 archers (52-6) – Decline a visit from Gandhi – Iznik LB->musket – Uskudar knight->knight – Aydin LB->LB – India starts Newton’s

Turn 10 – 650 AD – Load up Army and start pillaging the Arabs – Trebs red-line an Arab galley – Galley (2/3) sinks Arab galley (53-6)

Not much else to report – We’ve got an Army that should be able to pillage all the way to Trondheim – There are only 2 Zulu cities left and we’ve got sufficient forces to take them out – I suggest the army in Arabia concentrate on Arab resources and be ready to cover an invasion as that’s probably our next target. Something scary to report is the starting of Newton’s, that means riflemen are just around the corner. I moved a couple of units to the NW in case the Vikings decide to try something up there. Note that the Viking cites are of the Industrial Age (nobody else yet). I got a little lazy with the MM’ing but I think I corrected it all in the last couple of turns – I was busy planting and chopping. I mined the grassland when I was done. I don’t really have a good way to communicate what was planted & chopped. We should probably get busy in settling the Zulu lands to prevent anyone else from beating us there.
 
Nice kill ratio; seems like we're really getting efficient. And this time the Arab landing worked out well :thumbsup:.

No biggie, but why on Earth did we build the Pentagon? If we couldn't form another Army, even a Cathedral would have been better IMHO.
We don't even have Caravells - do you really think this game will last until Transports?

How's the Tech situation, btw? Do we have a couple of Universities by now?
 
I don't think we'll be able to ship loaded armies anywhere, but we may need the extra unit in the army soon. The Vikings will have infantry by the time we get to them, and we will have to get rid of them.
 
Good stuff Denyd. Is Jeff going to slip in?
 
I was about to attack with 4 more elite and wanted the opportunity to get another GL. The Pentagon seemed the most efficient use (most expensive available) and it turned out the 4-knight army was instrumental in sacking Bapedi & defending Zimbabwe, which I kept because of it's smaller size.

We need to get a couple of settlers over to the Zulu island (along with a defender for each. This additional production base (once the land is improved) should help fuel our Arab invasion. I think we have enough cities now for another army, so the next MGL should be used for on. I'm tempted to want to land it in the Arab nation (the first army can cover the landing), then, one of the armies can head to the Viking homeland (pillaging through Pesia) to do a little damage over there.
 
Whomp said:
Good stuff Denyd. Is Jeff going to slip in?
I am back from my whirlwind trip. It was my parents' 35th wedding anniversery and we threw a huge party.

I should be able to play a turnset tonight. Based on what I read, sounds like we are finally getting some good traction. I'll read in more detail during my lunch break today and will post any thoughts then.
 
The Save

Turn 0 - 650 AD
Fire up ye olde computer and take a look.
Things look pretty good, but there are some things which confuse me a bit.
1. None of the core towns are building Infrastructure. One should be.
2. We have 3 scientists hired. Seems like if we are on a minimum gambit should be 1.
3. Not wild about Zimbabwe's location, but not unhappy enough to disband.
Do some MM
1. Switch Istanbul to University as was discussed earlier. Fire scientist. (2 uncorrupted commerce from coast tile seems better)
2. Hire Scientist in Bursa (replaces clown without causing disorder)
3. Turn Scientists in Mugla to Taxmen
4. Switch Denizli to Worker to start improving Zulu islands, Until we improve squares we are wasting a rank 1 city.

IBT
Enemies move all over, no landings.
Antalya build Library -> Settler
Denizli builds worker -> Library (may change mind later)

Turn 1 - 660 AD
Knight kills ZUlu Longbow
Move up in ZUluland
Pillage in Arabia.

IBT
Istanbul University -> Musket Man

Turn 2 - 670 AD
Advance some more - Pillage some more
Switch Kafa to Library
Plant and start to chop on GL 2 NE of Mugla

IBT
1 Landings at home
2 In Zululand
Edrine Knight -> Knight.
Ismit Knight -> University
Kafa Library -> Treb.

Turn 3 - 680 AD
Army kills Impi takes Settler Pair.
Homeland army kills Indian Pike and MI.
V Indian Longbow kills our V. Longbow :(
V Galley dies vrs Redlined Indian Galley :(
V Galley kills vrs Redlined Indian Galley
Same Indian LB redlines another Longbow but still dies.

IBT
Crap Persian Crusader redlines our Musket in Bolu
Indian MI takes Bolu :wallbang:
An Arabian Sword actually attacks our Army ?!? Well, I was going to heal it next anyway.
Bursa Knight -> Knight
Aydin Settler-> Treb
Oh give me a FREEKING break. Massive Barb uprising near Zimbabwe. *CENSORED*

Turn 4 - 690 AD
Send troops from Mainland to retake Bolu and put down barbs.

IBT
Lots of Landings near Zimbabwe.
Learn Chemistry -> Metalurgy
Istanbul Musket -> Musket
Mugla riots, wonder what changed it was fine before...

Turn 5 - 700 AD
Lose E* LB to R Musket in Bolu
V Knight Kills R MI in Bolu
V Knight kills redlined musket in bolu and takes it.
Battle of Intombe
4 for 4 on bombing
Army kills 3/4 Impi
Elite Knight kills 2/3 Impi and produces a MGL. No way to use to create Army now, so press attack.
Army kills 2/4 Impi and takes Intombe. Risk keeping since I'll eliminate the Zulu in 2 or 3 turns.
Turn the leader into Army and protect it with the old Army
Switch Taxes to 4.2.4 Metalurgy in 35.

IBT
Scandinavian MI kills barb
Musket in Zimbabwe kills 2 Indian MIs
Kill the rest of the barbs defending.
Iznik Musket -> Courthouse
Sinop Harbor -> Library
Aydin Settler -> Musket

Turn 6 - 710 AD
V Knights kills Elite Viking MI
Forest and chop GL S-SE of Antalya

IBT
Uskudar builds Knigth -> Knight

Turn 7 - 720 AD
Disperse Barb Camp and Walk off with 25g
Battle of Islanhlwana
Army Kills V. Impi
Army kills V. Impi
Elite Knight kills R. LB and takes the city, Destroying the Zulu. :dance:
V. Knight kills V. Indian Pikeman
Switch Edrine to University to avoid overflow.

IBT
Istanbul Musket -> Musket

Turn 8 - 730 AD
E Knight Kills V. Indian Pike
E Knight Kills V. Indian MI
Finish Cutting of Mecca again
Do some MM
IBT
Vikes land 1 Cavalry by Islanhlwana
Bursa Builds Knight -> University
Izmit University -> Knight
Salonika Settler -> Treb

Turn 9 - 740 AD
Ahh my kingdom, my kingdom for a unit with leathal Sea Bombard.
2/4 bombing the Cavalry
V. Knight kills it (all elites were wounded)

IBT
Viking Cav lands by Islanhwana
Viking Berserk kills Fortified Musket in Kafa, Doesn't take city.
Edrine University -> Knight
Urfa Worker -> Treb

Turn 10 - 750 AD
3/4 bombing the Cavalry and an Elite Knight kills it, but no MGL.
Redline a bunch of Viking boats.

Notes:
1. I started building a landing force in Antalya.
2. The Army on Arabia/Persia is down south right now. It should continue west and then turn north to

come back and cover the invasion (Should get there right about the right time) I really want to see the

southwest part of Persia. I am not convinced that there is a land bridge between Parsagrade and Gordium

and I don't want to load the new army up in Persia if it can't reach the Vikings.
3. There is a 1-knight army in Antalya. If there is a land bridge it should cross to Arabia once the army gets back to the north, otherwise, lets try to get it onto the Scandinavian area.
4. Sorry for the strange city placement in Zululand, I re-thought halfway through populating the area.
5. There are a bunch of workers near Intombe. Once they finish the road there, we will have furs and will finally be able to drop our lux rate.
6. We need more galleys, I stupidly lost a couple.

Kill Ratio: 24 - 5, but two of the dead were Galleys that I shouldn't have lost :(
Not very happy with that.

I'll add a picture in a few minutes.
 
Some pictures.

jeffe-terr.jpg



Jeffe-persianpassage.jpg
 
Nice job eliminating the Zulu, Jeff, and another GL will come in handy. Zululand is looking pretty good.

The area between Pasargadae and Gordium does look like there could be water in between. It's nice that our pillaging army can have a look before we commit our other army anyplace. If we ship the other army far away, we'll want to use Doc T's trick of putting it in a regular galley protected by a vet galley to make sure it arrives.

Does it look like the Arabs are still confined to their original land mass? It would be nice to be able to keep a couple of cities there. I think everyone else has spread out, so eliminating them will take longer and flipping will be a problem.

I think we need to get some more exploring done. We don't have much of an idea where anything is to our west, and we haven't learned anything (except about the interior of Arabia and Persia) in 20 turns, and not much in the last 30 turns. In that same time, we've conquered a third of what we can see; we're going to run into planning problems if we don't get better maps.
 
Nice work Jeff. I will try to go tonight but it's more likely tomorrow since I'm going to the Sox day game tomorrow. (Date night tonight :) ) Should someone else go in front to keep it moving?

Checking whether there's a land brige to Gordium seems to be a priority with that army. Problem would be getting through Pasagarde to get there.
IIRC the AI is adverse to attacking 2 boats. I don't think I've ever had a 2 boat stack attacked but then again I've never AWD'd.
Regs with vets makes great sense.
 
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