SGOTM8 - Tim

Yeah, I can. I'll probably be able to finish my turns within 24 hours.
Any specific pointers?

greetz,

mr. Y
 
Allright, in short:

I received a nice set-up this time :)
We conquered 1 Chinese town, burnt another, captured 2 Chinese slaves, founded two new settlements and have two lux now and one more elite archer. All at the cost of - I think - 4 archers.
Next turn we get The Republic. Don't forget to readjust the science slider.
We might trade Rep with the Vikings for Construction or contact.
Don't forget there's a massive barb uprising near Atlanta, beware...


in long:

preturn:
traded with Vikings: They give worldmap+8gc+poly we give CoL+contact with Greece
The WM give us limited new info (China has settled on 2 islands)
change NY from pult to library

IBT
Atlanta archer->library

1 -330
kill hoplite, start road in jungle

2 -310
change science to 60% - we're nearly out of money :(

3 -290
move units in attack position

IBT
reports of a massive barbarian uprising near Atlanta :S

4 -270
attack Xinjian without pults - lose 3 archers over it, but gain 2 workers
set it to produce a worker
move the remaining archers (3) to Macao
change science to 50%

IBT
Chinese bring in quite some archers
Washington library->spear
Frisco pult->pult

5 -250
attack Macao () and burn it
time for regrouping and healing, fortify

IBT we lose another archer to the Chinese
Atlanta spear->spear

6 -230
kill some more Chinese
send spear to defed colony

IBT
Chinese are sending horses in now
Washington spear->spear
Seattle pult->pult

7 -210
regrouping
found Miami->pult

IBT
Greek show themselves again; 2 archers this time
Chinese archer + horse still around, both at 2/3
Our people want to build the forbidden palace
the Chinese are building the Hanging Gardens

8 -190
found Houston->library
science to 80%

IBT
erm... lots of Greek arriving 4 archers+1 horseman now
Washington spear->archer
Japan (Kyoto) finishes Hanging Gardens
some other Wonder messages

9 -170
kill Chinese archer yields another elite-archer for us.
We are prepared for the Graak attack on Xinjan

IBT
Romans start on Wonderstuff
Greek circumvent Xinjian and try for our workers
We now have another lux connected!

10 -150
move all units to Xinjian
move science slider to 20%, next turn we get The Republic
DON'T FORGET TO READJUST IT


http://gotm.civfanatics.net/saves/sgotm8/Tim_SG008_BC0150_01.SAV

If people are looking for me, tell them I am yodeling in the Swiss Alps.
Good luck in the meantime!

mr. Y
 

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Looks like I get to have the anarchy turns :p

Nice work, mr. Y. We still have 7 archers and more in production so I vote to keep pushing forward. Those barbs are going to hurt... Let's hope our colony survives. Atlanta's spear being made can be put on the mountains; that should survive, we hope.

If I get the opportunity, I will most likely go for peace with Greece so we can just concentrate on taking out the Chinese. I'm still aiming to capture their horses.

Edit: Got it!
 
pindicator said:
Looks like I get to have the anarchy turns :p

Nice work, mr. Y. We still have 7 archers and more in production so I vote to keep pushing forward. Those barbs are going to hurt... Let's hope our colony survives. Atlanta's spear being made can be put on the mountains; that should survive, we hope.

If I get the opportunity, I will most likely go for peace with Greece so we can just concentrate on taking out the Chinese. I'm still aiming to capture their horses.
Kill the Greeks! :ar15:
 
Time to put the hurt on the Chinese!

Slider already at 20%, but I do change one of the scientist as Tim noted.

Greece will talk. Peace with Greece nets us Republic, 2gpt, and 10g
Trade Republic to England for Currency. Crap, I forgot about maps!
Republic to Scandinavia for Construction, Territory Map, and 3g.
Trade England our WM for their TM. They are large! A dozen cities on a large island north of Scandinavia. Wow, the sooner we take over our island the better!
Japan won't even trade us for their TM. They must be even larger! Same with Rome.
Trade Greece their TM + 7g for our WM.

I'm setting research to Feudalism. We are going to want to get to Longbows for warfare I think, and Feudalism gets us the best trade value of any 1st tier MA tech, thanks to the government attached to it now.
Science is at 70%, Feudalism is in 25.

I think some of those library builds might be premature, but they are too far along to change.

1) 130BC

Ah, forgot to revolt. Do that now.

Draw 6 turn anarchy :( There goes my turnset. :lol:

Kill 3 horsemen and an archer.

Currently the Chinese would give us Hangchow for a peace deal. They almost will throw in Monarchy, and frown at throwing in Chengdu.
In fact, they won't give up even just Chengdu. Looks like we can expect a future resource in that area.

Not that I'm in the mood for peace; I just wanted to know what I could get. :evil:

2) 110BC
Heal up troops for the assault on Hangchow

IBT-
:eek: our barb friends show up in the south.

3) 90BC
Greece is on the road, so our cats can't advance...

IBT-
Our warrior in the south kills 2 barbs and promotes.

4) 70BC
That northern road goes straight to Shanghai.. Hangchow and Chengdu are unconnected and unproductive; at worst we'll see the occasional archer from them, so I am going for Shanghai and to claim the horses.
Japan now knows Feudalism.

IBT-
Kill 3 more barbs in the south
2 Chinese horsemen show in the north

5) 50BC
Bomb and kill both Chinese horses.
Rome and Greece now know Feudalism.

IBT-
Kill 4 more barbs in the south

6) 30BC
Attack force of 6 archers, 2 spears, and 6 cats is knocking on Shanghai's doorstep.

IBT-
Kill a horse, but lose two warriors in the south. Only one warrior between Atlanta and about a dozen barbs! :eek:

Republic comes in and we are running a deficit of -47gpt... I'll have to fix that.

Tim_SG008_BC0030_BarbsGovt.jpg


7) 10BC
Science to 20%

Take Shanghai without a scratch and we now have horses!

Washington will hit 15spt at next growth. What's better than horses? 2-turn horses!

I am not at all set on the safety of Shanghai. It is a major flip risk and we do not want to lose those horses. So our troops will march on Nanking and then the capital. I do not want to see the Chinese have any chance at their UU.

IBT-
Our warrior kills two barbs then perishes to the third. 4 Horsemen are standing outside of Atlanta.

Resistance in Shanghai is over.

8) 10AD
A spear and a reg warrior fortify in Atlanta.
Once again, the Greeks are in the way of where I want to go... It'd be better if they'd take an aliance.

Science to 30%

We are seeing no units at all from China. I'd be rolling them over quicker if Greece wouldn't tie up the roads.

Kill a Chinese archer.

IBT-
Barbs pillage our road; unhappiness breaks out.
Spear kills two and then just capitulates on the 3rd.

9) 30AD
Luxuries to 30%; science back to 20%

We just have a single warrior at 2/3 defending Atlanta against 6 barbs... not gonna be pretty.

IBT-
Warrior goes down to first horse
Pillaging toll is as follows: 4 population killed and 8g taken. OUCH!
2 more barb horses left

2 Chinese archers show up IBT

10) 50AD
Lose one vet archer, kill 2 spears, and Nanking is ours. There goes the last of the Chinese horses.
Should discuss whether we keep or abandon this town. I'm not worried about Chinese culture for a flip, as I think we will be able to raze Beijing in 2 or 3 turns. But the Greeks are closeby and will be a significant problem.
Kill another Chinese archer.


Notes for the next player:

Any troop up north that has not been moved is fortified.

2 Barbs are left in the south; I say we get a couple units to kill them once war with China has died down, and keep the units fortified in the hills so we don't have to worry about them showing up again.

I would heal up and then march on Beijing. Raze and resettle Beijing, then turn around and capture Chengdu and Hangchow. Then hopefully we can sue China for peace, taking their offshore cities of Chinan, Tientsin, and Tatung as war prizes. 20 turns later, when our peace deal is done, turn around and capture Tsingtao to get rid of China once and for all.

Pop off a couple settlers at some point (I would do it out of NY after its Library finishes -- btw, big mistake of mine not doing any pop rushing before flipping to Republic). Settle a new town N-N-NW of Xinjian, on the road between it and Shanghai. Another settler can go to replace Beijing.

Washington DC should be set up to 15spt next turn (pointless this turn, so I have it on max food right now). 2-turn horses will be very nice for mopping up Chinese and Barbs.

Our troops count in the homeland is very low right now due to Republic and our need of troops up nroth. Once our economy gets up and running, make sure every coastal town is defended; I don't want to get ROP-raped by zerks. Of course, they might do that anyway.

Marketplaces are a MUST!





The save
 
Looks good. China has (and will continue to be) paid for its treachery.

By keeping Nanking, we deny Greece horses. Purchasing wool from Rome for 8gpt would save 10gpt by lowering the lux slider.

SesnOfWthr - up
joethreeblah - on deck
TimBentley
mr. Y - out until 9/10
pindicator - just played
 
I was looking at that during my turns, Tim. But since I have no idea where Rome is I am very wary of doing a trade across seas with them. I have had my rep burned from AI wars when I've had no idea what had happened to break our deal. Considering how much more important diplomacy will be in this game, I am wary to do any trading overseas until I know the route.
 
A) Yikes! I'm up here too, huh? Turns will take a couple days to get up, I'll try to find time during the weekend, sorry for the delay.

B) @Joe - Let's say we have a trade route that at some point passes through a single coastal square. Since we don't know the advanced sea techs yet, we can't trade over sea/ocean. Now let's further say that a barb galley is moving around and ends its turn in that single square. Our trade route is broken becuase this is effectively a blockade. The same thing can happen with a galley from a civ we are at war with, or a route that goes through waters controlled by such a civ. Does that explain it enough? You could compare it to a trade route from England to Italy, with a hostile civ controlling the strait of Gibraltar. Nothing can get in or out.
 
SesnOfWthr said:
A) Yikes! I'm up here too, huh? Turns will take a couple days to get up, I'll try to find time during the weekend, sorry for the delay.

B) @Joe - Let's say we have a trade route that at some point passes through a single coastal square. Since we don't know the advanced sea techs yet, we can't trade over sea/ocean. Now let's further say that a barb galley is moving around and ends its turn in that single square. Our trade route is broken becuase this is effectively a blockade. The same thing can happen with a galley from a civ we are at war with, or a route that goes through waters controlled by such a civ. Does that explain it enough? You could compare it to a trade route from England to Italy, with a hostile civ controlling the strait of Gibraltar. Nothing can get in or out.
Do we have harbors?

As far as I understand it, that only applies to certain trades, like GPT and such, where you have two harbors connected.

EDIT: I see you were talking about GPT. I guess you all understand that stuff and have read the articles on breaking deals and reputations and such.
I think this is where I originally got my info: http://forums.civfanatics.com/showthread.php?t=113376

I think I need to look at the save. I don't know where these folks even are.
 
the problem joe is that we cannot see Rome, have no idea where rome is, and therefore cannot know if the trade route is a risky one or not. Remember, it just takes one barb to ruin the trade and our rep for the game.
 
pindicator said:
the problem joe is that we cannot see Rome, have no idea where rome is, and therefore cannot know if the trade route is a risky one or not. Remember, it just takes one barb to ruin the trade and our rep for the game.
Yes but unless someone can explain different, I don't believe a tech or moey trade requires ANY trade route.
 
@joe -- goods require a trade route. Money doesn't

@Tim -- if they go through Greece, then definitely do not do that. Greece is gonna be due for a whipping sooner than 20 turns, I think.
 
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