SM1 - Sid challenge

The settler behind the choke is my fault. I saw it but couldn't do anything else about it. I will also take the hit for not trading alpha for WC. :(

What now?
 
Madviking, they will come soon :lol:

I will generate some starts tomorrow. I think we should play as Sumerians, because as you see from the last game, we can't go for GL and fight with Sid AI at the same time. AGR trait will also help to expand more quickly.
 
lurker's comment: Well, the hoplites are really good, but 2 Enkidus is better than 1 hoplite right? And with faster growth, if you have cities on rivers/hills, faster cities with a +50% defense bonus.:scan:
 
Having a higher survival rate should also improve leader succes. I still think hops are better. Just very bad luck streak during my turns. Vet fortified hop on hill defending against reg archer is really just bad luck. Anyway we'll see what comes up next.
 
lurker's comment: Yes, it was just really, extremely bad RNG luck. But you should try Sumerians just to see how you would do with it.Also, it has been a pleasure to lurk in this game.:)
 
I have generated few starts, and on try 10 I got it:

SM1c_Start.JPG


World settings are the same: Civilization - Sumeria; Climate - Wet, Temp, 3 Billions; Size - Tiny 70% continents. Three random rivals, F10 said that they are Maya, Arabs and Romans.

We have two cows, lake with fresh water, Ivory (SoZ :p) and we started on neck, which could be used as chokepoint. I will play first 20 turns tomorrow, after some discussion. I'd suggest to move settler NW, and found second town on hill 1S from cow on plain. Third town probably should be on hill 1S from Ivory.


Roster:
Smart - :wavey:
B - on deck
Own
nerovats
zerksees
Whomp
 
lurker's comment: Arent you guys looking for a freshwater start?, if not, then go towards Mathematics for SoZ, since Ivory is reachable.:)
 
We need Masonry and WC ASAP for good fighting and defence. What we will research next depends on prebuild timing - IW >> Alpha >> Math, or Alpha >> Mat >> IW

Btw, I haven't looked for Ivory on start, it is just nice RNG luck.
 
I'll have to request a bump out, school kicks in and I can't afford 5+ SG's. GG boys, :wavey:
 
Turn 0
Move settler to hill. Worker irrigates plain to be able to irrigate grassland cow, because water N from starting position isn't fresh.

Turn 1
Ur was founded, start EW.
Researching WC at max rate (40 turns)

Turn 4
Worker builds road.

Turn 6
Ur: EW >> EW.

Turn 7
Move worker to cow

Turn 8
Irrigate cow without access to fresh water :)

Turn 10
Ur: EW >> EW.

Turn 11
Ur have grown and got culture expansion. Found another cow and ivory :crazyeye:
Ur is now making 5 spt, which means EW production every 2 turns.
WC in 21 turns

Turn 12
Worker roads cow on grassland

Turn 13
Ur: EW >> EW.

Turn 15
Ur have built EW, starts settler, because we must pay for unit support now.
Meet Maya, they have Masonry and WC. I haven't anything to offer.
Declare war :hammer:
Move worker and two EW's to cow on plain.
MM Ur to get settler and growth in 5 turns
Lux to 10%, -1 gpt. WC in 7 turns

IT
Mayan warrior was fortified.

Turn 16
Worker builds road. One EW was moved to hill, other EW was fortified to guard worker.

IT
Mayan warrior don't attack EW on hill and was moved 1S.

Turn 17
Fortify EW on hill, where we will found next town.

Turn 19
Worker irrigate cow.

Turn 20
Ur: Settler >> EW.
Science to 60%, WC in 2 turns.

SM1c_3000BC.JPG


B said:
'll have to request a bump out, school kicks in and I can't afford 5+ SG's. GG boys
SG forum is in massive dropping period :lol:


Roster:
Smart
Own - :bounce:
nerovats - on deck
zerksees
Whomp
 
Smart said:
Worker irrigates plain to be able to irrigate grassland cow, because water N from starting position isn't fresh.
Towns act as irrigation bridges, so you could have done the cow directly ;)
 
Blue dot will be first of course ;). After WC we should research Masonry to get access to pre-build and walls.
Own, are you going to play? 48h were passed...
 
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