Sid variant

Men, it is fast! Am I up again?
Have not seen save yet, but from "screen" I'd like to grow Flint faster and pump settler from there, not from Toxi.
 
Played preturn, establish emb in Persipolis. Will play the rest tonight.
It is safe way for galleys from Persia to Sumeria. I think until MA trade with sci civs better not partcipate at wars. But question: If we get Monarchy or Feudalism is it resonable to revolt?
 
So we'll be building FP in a crowded corner where we'll have no real production capacity rather than somewhere near the NW hills and silks?

Tech situation looks awesome now and we have a number of done or close libs :thumbsup: When we have Republic for bargain chip, I'd gift all the SCI around until we can grab Mono/Feud.
Better to have FP ASAP, and CowGulia is the only "real" candidate. It will be "no time" to build FP and Copernicus in Geek. I am affraid that AI will be at MA faster, then we research Rep.
 
I don't think we'd gain anything at all by revolting to any government but republic. Flint back on settlers gets my 2 :thumbsup:
 
why would you want to revolt to feudalism or monarchy? We get potentially 7 turns anarchy anf then need to revolt again to republic. Doesn't mae sense to do that.
 
0 750*BC Preturn: Embassy at Persepolis. They have 2 horse and 2 Iron. Research 40%. No GA, No Immortals. Position indicates, that it might be coast for Curragh. X man knows Fr, Eg and Sumeria. He agrees to pay 14 gpt for currency. Ops! They got Engineering… France will not pay any for Eng. OK, better if you have it next turn. Curragh East.
IBT Curragh sink.
1 730*BC Another Curragh to mission. As west way probably leads only to Persia via dangerous water, decided to sail north.
IBT French settle at our land in desert! Curragh survive
2 710*BC Mcm like crazy… to minimize waste of food and specialists. Actually we have to think about military
IBT Curragh survive. Flint Galley->settler (the last one…).
3 690*BC Found NWWhale.
IBT Curragh survive
4 670*BC NW Galley to mission. East G neets better position
IBT , Curragh survive, Galley survive.
5 650*BC Curradh arrive to Island at north.
IBT East galley sink.
6 630*BC
IBT French Sworman walk around East galley survive
7 610*BC NW Galley touch land and it is red border.
Visit X-man, just to talk. He has “Chicago”. BTW, Americans in Monarchy as they have HG in NY City since 950 BC.

IBT French Swordman walk out, French make peace with Egyptians.
8 590*BC This is “the end”? Next turn single sword will conquer all north? Send north whatever I have found. Barracks in Flint…, move worker out of sword range. Change production to MU and Barracks. Met Romans. They “backward”.

IBT French Swordman walk around, East Galley survive. Flint barracks ->Horse
9 570*BC Move troops north. Sell Mysticism to Romans for 61.
We may sell HBR to Babylons for 98, while they alive. I start many Aqueducts, as we will have to increase lux soon for Flint and FP City. May be some of them may wait. Persia got Monarchy [via peace treaty may be]. But French not! So, there is no American-French contact..
IBT French Swodrman walk around. But not “to us”. Just scouting..
10 550*BC We may sell HBR to Babylon for 98, while they alive.
Met Russian. They very backward and have no gold. French still have no Monarchy…

“Unfortunately,” situation turns out that we have to go to war with French “soon”. Questions is:
1) At Anarchy or later? (I prefer at Anarchy)
2) Will we try “Remove or declare trick? Why not? (If it will work).
3) Alone or with MA with Sumeria? I think yes.
4) MA with Sumeria Bound with Peace treaty? Why not?
5) MA with Persia? I think it is not very useful.
Trade after Republic: Actually, there is no difference if we postpone trade after Anarchy. Better to do that. Hopefully French (with Engeneering) will not come to Greek-Babylon Island. But the best partner is Russia: They are alone.
 
why would you want to revolt to feudalism or monarchy? We get potentially 7 turns anarchy anf then need to revolt again to republic. Doesn't mae sense to do that.
sure, I don't. Just ask...
 
Pre-Turn:
Open the save, unhappy with the worker tasks. Why systematically roading every tile before/without putting a mine or irrigation on it? A lot of roads are being done where mines/water would do better, but we have a couple mined hills that we don't particularly need, towns working un-mined grasses and many reg warriors are still being built. We are making libraries in 1-shield 1-gold towns that could use a courthouse and barracks in a few places like a 1-shield town that will need a harbor to grow beyond 3 or a high food town that could make workers.

Max shields in Cowigula while retaining growth in 1, will MM it closely.

We need to pop our settlers into the North. I'll setup the capital for 2-turn horsemen, Irrigate to 2-turn workers and everywhere else will work on infra until it can be productive. If I see a chance for it, I'll turn Ulsan into another horse maker, but I doubt this will happen within 10.

Fire the specialists. We have had philo for a while now.

Comments or objections before I go?
 
Pre-Turn:
Open the save, unhappy with the worker tasks. Why systematically roading every tile before/without putting a mine or irrigation on it? A lot of roads are being done where mines/water would do better, but we have a couple mined hills that we don't particularly need, towns working un-mined grasses and many reg warriors are still being built. We are making libraries in 1-shield 1-gold towns that could use a courthouse and barracks in a few places like a 1-shield town that will need a harbor to grow beyond 3 or a high food town that could make workers.

Max shields in Cowigula while retaining growth in 1, will MM it closely.

We need to pop our settlers into the North. I'll setup the capital for 2-turn horsemen, Irrigate to 2-turn workers and everywhere else will work on infra until it can be productive. If I see a chance for it, I'll turn Ulsan into another horse maker, but I doubt this will happen within 10.

Fire the specialists. We have had philo for a while now.

Comments or objections before I go?
Just want to say you that "in general" better to road first and then mine/irrigate "together". It is much more efficient and have more flexibility.
Agree, that sometime better to mine first like at SW corner, but when many workers like in center, or around Geek, road first. Lib somwhere to reach Whale, not for immidiate research. But may be somwhere barracks or trbuhets better. Specialist was to avoid disorder. We cant make 15 spt now, when hill will be mined and Flint grow we may reconsider. Warrior was for MP, but when lux will be 20 % we may stay with the present number.
If you think that better increase Lux and increase growth/productivity it is OK with me but may be better after 2-3 turns. Better to have Republic sonner.
I think we have only 1 place to settle and have 1 settler.
 
I would say we should try and time the war to coincide with our anarchy. How many horses can we get until then? And I agree to try and pull in some other nations to start a world war of sorts. We don't want to be on the wrong end of a dogpile.

How many more turns til republic? A screenshot would have helped here a little.
 
Republic is 12 turns at full food, 9 with scientists, probably can be made 8 or even 7 if we shut down growth altogether.

By Anarchy time, we can have 5 vet horses, maybe 6.

France knows Gilli, Xman, Jules and Cleo. All of them can fight her back on their motherland but Cleo has already lost ground to the French (Pink colored Elephantine) and Sumerians (Pi-Ramsses).

I'd ally Xman and Jules against her, this way it stays rather phony and no one really gains from it but us. We could also consider the old Hydrophobic tactic of gifting Joan a couple of cities and taking them back on the same turn.
 
We could also consider the old Hydrophobic tactic of gifting Joan a couple of cities and taking them back on the same turn.
I know that others used it during a SGOTM competition, but it sounds rather abusive to me...
 
Out-of-the-box save: 0.9.1 Republic in 10, 1198g +25gpt

IL01-10.jpg


I don't get it: Cleo has deer, 3 cows, iron and is losing both its wars. Way to go, AI!

Here's the roster:

IL01-11.jpg
 
I know that others used it during a SGOTM competition, but it sounds rather abusive to me...

I re-read myself and find that my talent for mis-expressing myself surfaces yet again - I wanted to say (and didn't say) we could use this in order to get a very, very quick, in-and-out war ordeal and be done with the French on our island, no dogpiles, no complications, no offshore cities from the peace treaty.
 
I don't get it: Cleo has deer, 3 cows, iron and is losing both its wars. Way to go, AI!
It is difficult to fight in two direction, you know. Also Jungle block Chariots. But with peace with France Cleo make take a "revenge".
We could also consider the old Hydrophobic tactic of gifting Joan a couple of cities and taking them back on the same turn.

I know that others used it during a SGOTM competition, but it sounds rather abusive to me...
This tactics assume to raze City, to make AI frighten.
There is no point to use it here. At Emperor level it is OK, but on Sid no use.
But will we raze FRENCH city to build ours where we prepare to?

Future Plans:
Everybody agrees that
1) Our line of research is Theology, Education, Astro, Navigation?
2) We Trade after anarchy.
3) We need Monotheism only.
4) Greeks gifted to MA first, Russians Second?
 
your plan sounds fine to me
 
your plan sounds fine to me
In fact, as we grow, Republic will come "soonner", even if we swich on lux 20%. May I suggest that Beorn "revolt", bring warrior to position and then we discuss declare or not. To "inverstigate" french City is only 14 gold, may be resonable to do that. I suggest also "short poprush" of Aqueduct in Whale City, I mean poprush Corthouse and swich back to Aqueduc.
 
Plan sounds good. Cities done with libs should probably build a barracks and then some spears to upgrade to muskets, or galleys to upgrade to caravels.
I change west City to barracks. But sonner or later we need Lib there. Estern, I think have to continue Libs/Harbor, to give more space for FP City.
Pusan also better to build harbor/Galleys (after aqueduct.) The only way French may contact Greeks is along our West Coast. Better if they make this contact as late as possible. AIs have a "rule" to return wounded Galley home, so we even not need to sink it.
 
Pre-Turn:
Compromise growth for beakerheads in the outskirts: Republic in 9.

Good point on not having time to both build FP and Coper in Geek. It'll finish its Aqua and head up to size 12 asap.

IT 1-2
Cleo wants an alliance vs Gilgamesh. I counter-propose *just* a RoP and she's in with 5g for us.

T2.
Flint Horse-Horse (3)

T4.
Toxicity: size 7

T5.
Cowigula: size 7, reassigned Sci because of happy issues (and corruption anyways)
Every sci has now been reassigned to food tiles without loss on Republic schedule.
Flint Horse-Horse (2)

IT
:wavey: Abe Lincoln shows up, he knows Monarchy.

Only Germany and Japan to go.

T6.
Irrigate Settler - Worker (2)

IT
Abe and Xman go at it - Xman has immortals, this isn't good.
Abe has a good number of horses and he's doing well but Immortals are downright scary.

T7.
Flint Horse-Horse (2)
Toxicity Barrack - Horse (6)

IT
France joins the Monarchs along with Abe and Xman. Crown wars ahead.
Egypt is down to 1 single city, Sumeria is on a rampage.
The war front is now inside America where Abe has roads and horses. Looking bad for the scimitar wielders.

T8.
Flint Worker - Library

IT
Peace between America and Persia.

T9.
We have Republic.
Flint Horse - Horse (Anarchy pending)

We draw 8 turns

Gift Russia to the new age: Engineering.
Gift Babylon: Feudalism.
Gift Sumeria: Feudalism.
Gift Greece: Engineering.

Trade Monarchy from Abe for his MA pre-req techs
Trade Feudalism off Babylon for Engineering + Monarchy

IL01-014.gif


We are now in Anarchy for 8, only Flint is losing food, 1670 +14gpt.

Declare on France, send 2 warriors on their wandering swordsman, 1 survives. Next turn we'll have an archer, 4 horses and all our warriors converging on Cherbourg.

IT
No counter-attack

T10.
Forgot At Cow's end, it riots and will starve a bit on the next turns.

Lose 1 horse, win with 2 horses and an archer: Cherbourg is ours.

We have 1 galley for defence

IL01-014-1.jpg
 

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