SGOTM8 - Tim

nice pic! What application did you use for that?

I waited with the huts because I didn't want those raging barbarians to kill off our only scout. Your remark implies that the chance of barbs appearing from huts is reduced or at best eliminated if your civ is expansionistic. I did not realize that, I am not too experienced in civ III (all the more in civ II but that will not help us) to know those kind of details but learning them fast. Next time I'll check better before proceeding.

So... let's collect those bonuses as soon as possible. Send the first warrior to collect them?

I'd choose the blue dot only if we decide to squeeze two cities up there instead of one. Otherwise your layout seems perfect. I still tend to prefer a somewhat tighter build, because the lack of overlap with our potential 'monster cities' will only benefit us late in the game, when they have grown to their full potential. Also I am still enthralled by the idea of a cultural islandjump.

Let's settle on the red dot but wait for the other teammembers to give their opinion before building the third city.

About the number of turns: I only played one SGOTM before (last month). In that game the first player took 20 turns, and after that all played 10 turns each time. But we can make any arrangement we choose.

What's with Scandinavia by the way?
 
CivAssistII is my utility of choice. It doesn't show any more information than you can find by wading through all the F* information scrolls in the game and even gives a few useful calculation add-ons, like palace-jump, cultural win calculations, and others. And, my favorite, it allows an easy tool for dot-mapping.

Yeah, the wonderful part of being expansionist is that we can't pop barbs from huts. What I will probably do is pick the warrior out of Washington to escort the settler to wherever the team decides our 2nd city goes, and once the city is down I will move the warrior north to pick up the huts. If you look at the scores from the uploads page, it looks like a team was even lucky enough to get a settler popped out of one of the huts, as their score shot up considerably in the first 20 turns (or they may have put a settler out first, who knows really?)

And as for Scandinavia, their Berzerk UU is a beefed up Longbow, but the part that would be potentially bad for us is that they have Amphibious attack. Imagine having them across a straight from us and we have to weather berserk attacks with no way to counter them? The computer is fairly competent with berserkers, too, from what I hear.

I saw AlanH post in the maintenance thread about SGOTM turn-lengths; I'll take the standard 10 unless we really want to be different :p
 
pindicator said:
If you look at the scores from the uploads page, it looks like a team was even lucky enough to get a settler popped out of one of the huts, as their score shot up considerably in the first 20 turns (or they may have put a settler out first, who knows really?)
If you are referring to Peanut's line, this is just an artificial effect due to the fact that they posted a save at around turn 10. Most teams didn't post until turn 20, and the graph just plots straight lines between score points for successive saves. During the first 20 turns a straight line is a gross approximation to the actual score graph, so additional intermediate saves like Peanut's reduce the error. Peanut's score is similar to everyone else's when they reached 3000 BC.
 
pindicator...

SesnOfWthr has not posted since 7 days ago.
Tboy announced he had time to play from the 8th, haven't read from him yet.
I PM'd joetheblah; he replied he had trouble getting into our team thread. I e-mailed him a direct link two days ago but he still hasn't shown himself.

Our teamleader TimBentley might still join us after the 15th. Until then, it seems we're the only two active players in our team :(

I don't feel like waiting anymore, that takes the spirit out of it for me. I suggest we take turns playing until one of the others turns up.
 
I'm sorry to see you guys are having trouble with your other team members. I'm pretty sure TimBentley will show as promised, but do you want me to try to rustle up some replacements for joetheblah and/or Tboy and/or SesnOfWthr?
 
I'm sorry guys. I had a bit of a familiy emergency and was out yesterday moving a family member into the hospital. Thought I was going to be able to take it this morning, but there are a couple things that need to be done first. Fairly certain I will be able to get to it this afternoon, however.

Edit: Scratch that, it's early enough in the game I think I can fit them in now.
 
Inherited Turn
Woohoo, a worker left over for moi. I think he'll road to our next city.

1) 2950BC
Contact China. They are up BW, Alph, and WC. Greece is up all those plus The Wheel, but we don't have the cash for a two-fer.

3) 2850BC
See Greece's borders. Him and China are right next to each other, and hopefully subject to several wars before this is all through.

5) 2750BC
Washington: Settler->Warrior.
I'm going to wait to settle the red dot, Mr. Y. I just think the better second city is to the north.
Greece has China pinched tight. China only seems to have one city; I'll put a screenshot up for everyone to see.

8) 2630BC
Washington: Warrior->Settler.
We see a bit of those raging barbs. Settle New York and disperse a camp for 25g. Barely a safe move.
Worker is moving back to DC, until it's safer to work up north.

10) 2550BC
Our warrior holds off all barbs and promotes to elite.
Learn Alphabet. Set to Writing, due in 34.
Send warrior north, but we may want to just send him back. The closest hut as been popped, and I suspect the other one has been, too. Plus another barb is spotted to the north.

Our worker was in DC when the barbs hit, and silly me I hit space bar and canceled his movement this turn. New York needs improvements, but I'd have the worker instead road towards the red dot for the settler due out in 3. New York can build its own worker.

I think we want to explore to the south as much we can. There's some good land down there and we might want to grab it to have a few good core cities before we push northward.

I saw a settler go into Beijing, but I haven't seen it nor a new city in 5 turns since.

I've got a pic of our lands. Notice the mini-map and how China is hemmed in with one city between Greeks and jungle. We may end up with a giant Greece to the north.

The Save
 

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Sorry guys, I have been periodically checking the thread, but didn't see that it was my turn yet, so hadn't posted anything.

My weekends are generally kinda busy this time of year, so don't expect to hear a ton from me then.

At any rate, I'll assume this is my turn and post my "got it". Will try to have the turns up sometime tonight. :)
 
ok...
SesnOfWthr, good to see you're still with us. Don't be afraid to post your views on general strategy here.

If you haven't played yet: send the warrior north to lure the barb into attacking. The mountain will make sure we win when defending and we might get a leader. When the barb has gone, go and pop the hut if it's still there.

Don't build settlers or workers in New York, build them only in DC. This is the most efficient in terms of food (we have a granary there). Build only warriors in NY and the next city for now. Use the first we can spare for exploration south.
 
send the warrior north to lure the barb into attacking. The mountain will make sure we win when defending and we might get a leader.

Is this a new mod too? Last I knew, you couldn't get a leader from barbs ......

@team - I am having a small problem with the mod installation and have contacted Alan about. Please bear with me, I haven't forgotten about this.
 
No, you can't get a leader by fighting barbs in any civ3 game as far as I know.

I've replied to your PM.
 
SesnOfWthr said:
Sorry guys, I have been periodically checking the thread, but didn't see that it was my turn yet, so hadn't posted anything.

My weekends are generally kinda busy this time of year, so don't expect to hear a ton from me then.

At any rate, I'll assume this is my turn and post my "got it". Will try to have the turns up sometime tonight. :)
Hi, I'm here. Someone tell me when it's my turn. I'm scared.
 
I think Alan has straightened me out, so I should be able to get the turns in tonight.

If not, I'll post in a couple hours that I am still having trouble.
 
OK, Alan having straightened me out, I can finally get these turns done.

IT – Another barb comes out of the NW.

2510 BC (1) – Send the worker to start a road to new city site. Fortify Ewarrior where he is.

2470 BC (2) – Worker starts roading.

IT – China plants two cities.

2430 BC (3) – Settler finishes, start warrior. Our scout ends next to a barb. :(

IT – Barb of course kills our poor scout.

2390 BC (4) – NY warr -> scout.

2350 BC (5) – I fear I may have to attack the barbs on the mountains.

2310 BC (6) – Wash warr -> worker. Send the new warrior S, see a couple more GH’s. Boston founded, starts a scout for now. I take a chance and attack a barb on a mountain, winning with a loss of 1hp.

IT – Second barb attacks and loses flawlessly.

2270 BC (7) – Fort S warrior to ready for a barb. Start irrigation near Boston.

IT – Forted war wins flawless.

2230 BC (8) – Wash worker -> warr. Northern GH is indeed gone.

2190 BC (9) – NY Scout -> warr. Send scout N. S warr pops a hut and gets maps.

2150 BC (10) – Worker finishes first irrigation, starts second.

Recap: Well, things are going, though we aren’t exactly blazing along. Writing is due in 12 @ -1 gpt. I would recommend peeling a worker out of NY when the warrior finishes. Make sure there is a unit in Boston before we pop the other hut. Oh, and somewhere along the line that I missed, China lost one of their cities.

>>>SAVE<<<
 
Well, here is what we know so far .....
 

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I'd say you're enthused enough to up next, Joe. We haven't heard much from anyone else lately

mr. Y
pindicator
SesnOfWthr
joethreeblah -- Up!
TimBentley -- On deck
TBoy -- Yet to check in

Order look good enough to everyone?
 
Why wait to pop the hut, Sesn? Afraid a tech might come out? :D

My current idea for settling the south:

Tim_SG008_BC2150_SouthernCities.jpg


I hate to waste a BG, but these choices seem to fit better with the land we have. Moving the orange city SE would leave two unavailable grassland tiles between it and Boston and scrunch the green city.

To the east of Washington, I think we have one tile due east of that last visible forest to place a city on; I doubt there's anything more in that direction. Also, it appears there may be more to the south past the mountains.

I would settle one more city to the south before starting a northward push. But with Greece and China at war, we can really capitalize on a northward push, so something like 4 cities north of the mountains can easily be obtainable I think.

As for my suggestions what to do over the next ten turns, I would definitely pop a worker out of New York after this next warrior finishes; it needs to develop and DC needs to get settlers out.
 
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