SGOTM8 - Own

Own said:
If we're doing to capture our own cities gambit, then we should use horses, because I remembered, the AI don't get free garrison like they do in culture flips. If we ICS, we can get bigger rewards. Our core only needs to be productive cash wise.

Do I play from Andronicus's save?
No, I thought I was going to play from the save.

I have the save, I'll take a look at it in a few hours and report back here that all is well, as well as some thoughts as to what I will be doing.
 
Own said:
Let's get a roster order first.

Andronicus- You're up first when the saves are available.
IstariAsuka
Symphony D.
Own
stagnate
Abeqweit
voe

I thought this was the roster. Obviously subject to next player avail.
I've played, IstatiAsuka has save and Symphony D. was due to be next
 
Oops! When I said "Play on, Own", I meant "Play on, Team Own". I have no desire or intention to mess up your roster. That's your job :mischief:
 
Alright, sorry it's taken me a while, yesterday was a bad day.

Anyways, I'm thinking move W2 S, then SW to BG in order to work it, as that is the last tile we need to have our factory up and running.

In the meantime I'm building a warrior rather than another archer, to provide cheaper MP.

I'm moving the archer next turn to protect the worker from possible barb encroachment.

How many turns should I play, 20?
 
Alright, I'm on my 3rd turn, and I've met China up north.

China has Alphabet, as well as Bronze Working and The Wheel. They have neither pottery nor Ceremonial Burial.

They will give me Alphabet + all their money (39gp) for Ceremonial Burial. They are not interested in Pottery, and so I can't maneuver into getting us a 2 tech for 2 tech trade.

I think I should take this deal. What do you guys thing? I assume we should take it and still make for writing, then discuss the situation further at that point.

I will save the game here and await discussion about what to do next.

BTW, China appears to have but one city, and that with only 1 population, as there % population is 6, while ours is 20 with 3 pop. This means that they just built their first settler.

Edit: Oh, and about 5 squares east of our city on a mountain there is a Goody Hut. I haven't had a chance to get that yet, however, as the archer is busy ensuring that the barb neither attacks our worker nor our capitol.
 
@IstariAsuka
I would be wary of popping the goody hut with archer - with raging barbs I think the odds of popping 3 barb warriors is high - maybe wait until our defences are a little stronger?
I agree with another warrior next and until size 5 (if use lambs and 2 FPs will grow every 2nd turn)
we need SE BG mined as you propose - I intended roading to that BG as it allows our units faster access that direction (and back to city if barbs appear from other direction), once BG mined and Washington to size 5 it should be all out settler factory in the capital.
I cant see any option for better trade than you propose, but then my trading skills suck - we may be able to use the pottery trade later if civ assist shows the Chinese have a worker - depriving them (they are industrious) would be huge.
 
Turns are progressing nicely.

It is time to decide where to place City #2.

This is what it currently looks like. W1 on the plains can move somewhere to road in time for the settler, but the question is where to found the 2nd city (and future) cities. Anyone have suggestions, or perhaps a dot map?
 

Attachments

  • CityPlacement.jpg
    CityPlacement.jpg
    135.4 KB · Views: 118
[EDIT] I kind of like this:

Citplcmap.jpg


Green Dot can be moved 1NE to gain a forest at the cost of building on one. Maximum costal and water usage, shouldn't be any wasted tiles. I rather like Pink Dot as a next city location myself. FPs and some plains to mine.
 
EDIT: I'm going with what I originally thought up for the first 4 cities, I'll leave the NW area to the next players.
 
After finding out Red Dot has no water, here we go:

Cityplcmap.jpg


I'm kinda blah about Teal Dot not being on the river but it's probably smarter than ICSing it.

So... with two AIs on our continent, still want to be a Republic with minimal units?! :p
 
The save is located here:
http://gotm.civfanatics.net/saves/sgotm8/Own_SG008_BC2110_01.SAV

Sorry for saving in 2110 instead of 2150, but there were a couple things I felt it important to do that turn before passing the game on. I hope it's OK with everybody that I played ~20 turns? I never got an answer to that.

Anyways, on to a turn log. I'll only post the most salient points here, as I don't think boring you with every worker move is necessary.



3000:
Moved archer and worker towards BG to get it mined just in time for growth to size 5 Settler Factory.

2900:
Met China.
Traded Ceremonial Burial and 1gpt to China for Alphabet and 39gp. Saved 9 turns on Alphabet. The 1gpt, though unnecessary, was to make them not want to war with me (which is a good thing, because lately a warrior of theirs has been kinda wandering around, seemingly trying to get to undefended cities. If not for the 1gpt he may have just simply attacked fortified cities). I felt that 20gp was a small price to pay for a more peaceful, fast expansion.

2850:
China sends out their first settler.
Met Greeks.

2710:
Settler Factory comes online.
China obtains Pottery, so I sell it to the Greeks for 31gp befoe China can. (I hadn't sold Pottery to China before, because they only had like 4 gp.)

2590:
Archer attacks the barbarian who has been camping out this entire time to the south. Archer wins and promotes to veteran.

2250:
New barbarian threatens a worker. I send both MP from Capitol to protect worker.

2150:
Barbarian attacks, killing one of the warriors without taking any damage. It's a good thing I sent both warriors as defense.
The worker they were defending finishes his road, and I retreat both the worker and the warrior to the capitol.
City 04 is built, popping the NE hut, which contained 25gp.

2110:
Game handed off.
Settler will be produced next turn.
Archer is heading towards 03 to protect it from the approaching barbarian.
NW worker is to build a road in the square he is currently standing on, so that the future city to be built NW of the mountain will be connected right away once built.
 

Attachments

  • 2110BC.jpg
    2110BC.jpg
    148.4 KB · Views: 177
IstariAsuka said:
Sorry for saving in 2110 instead of 2150, but there were a couple things I felt it important to do that turn before passing the game on. I hope it's OK with everybody that I played ~20 turns? I never got an answer to that.

See SGOTM Maintenance Reference Thread post of Alan H
Quote:
Several team players seem to be wondering about the lengths of turn sets.

It's entirely up to the teams to agree this, and the submission system will accept any save file, at any date. As guidance, however, the typical Succession Game uses 20 turns for the first set, then 10 turns per set. When you reach the later stages of the game, when turns get longer, you may choose to reduce this or give your players more flexible guidance about how long they play before handing off.

For reference, if you use the above guidline, the turnsets will end at:

4000 BC (turn 0, start)
3000 BC (turn 20)
2550 BC (turn 30)
2150 BC (turn 40)
1750 BC (turn 50)
1500 BC (turn 60)
1250 BC (turn 70)
1000 BC (turn 80)
750 BC (turn 90)
... then 5 turn sets of 200 years until 250 AD (turn 140)
... then 5 turn sets of 100 years until 1250 AD (turn 240)
... then 10 turn sets of 50 years until 1750 AD (turn 340)
... then 10 turn sets of 20 years until 1950 AD (turn 440) -
... then 10 turn sets of 10 years until 2050 AD (turn 540, and the bitter end)
End quote

I dont have a problem with what you've done but perhaps we should have some agreement as a team on protocol ;)
 
Symphony D. said:
So... with two AIs on our continent, still want to be a Republic with minimal units?! :p

Who says we have to have minimal units?
When our cities grow in size and number we will be able to support a good sized army :D .

This finding has surprised me - I thought we would be isolated on our own island. Claiming the dyes is important. Also deciding how to use the AI presence on "our" island. I believe war must wait until we have REXed sufficiently to switch to an offensive. All that jungle will make it slow, hence my liking for ICSing jungle with reduced amount of roading req to get to China and Greece. I wonder if the AI will beat us to it and settle the jungle for us. I suspect they will be poor at roading it.
 
Some thoughts re city placement

How about blocking the choke point to the north?
Alt placement would be 1 tile SW.

NE city could be worker factory - city (+2F, +1S),4irrFPs (+4F),mined thingume to north(+2S),irr desert(-1F,+1S) giving +10F,+8S every 2 turns with extra 2S from forest on growth
 
Andronicus said:
Who says we have to have minimal units?
When our cities grow in size and number we will be able to support a good sized army :D .

This finding has surprised me - I thought we would be isolated on our own island. Claiming the dyes is important. Also deciding how to use the AI presence on "our" island. I believe war must wait until we have REXed sufficiently to switch to an offensive. All that jungle will make it slow, hence my liking for ICSing jungle with reduced amount of roading req to get to China and Greece. I wonder if the AI will beat us to it and settle the jungle for us. I suspect they will be poor at roading it.

I agree entirely. I didn't expect AIs on our island either. I still believe that contact off island will be obtained easily though. We need to station some units need the lands to the west.

We also need to claim the wine too :devil:

There is lots of good land for ICSing. Our capital needs to spitting out settlers for a long long time. Plenty of workers are needed too.

One thing which needs to be decided quickly is the question of whether we make a run at the Colossus. If we do, O2 looks like the best site for it. Unfortunately, no place looks very good. In view of that I personally would abandon the idea.
 
Andronicus:
What you posted for city placement is actually almost exactly what I was working from. It's the best we can do, anyways.

Oh, and by the time I saw that post in the Maintainance thread I had already almost finished my turns. Sorry.

Oh, and I doubt the NE city can be a settler factory due to corruption. You say it will have 2 extra shields, but that's without corruption, yes? It'd be down 2 shields with corruption. It could do it every 6 turns, however.
 
Expansionistic civs will never pop barbs from huts.

City placement looks good to me, question is when do we want to look towards conquest? It'd be nice to avoid chinese riders, but depends on our progress.

If we can place a unit on the chokepoint, and fortify there, we may be able to get a war going between greece and china that will slow both of them down without risking much on our side.
 
Back
Top Bottom