Succession game (Deity)

I'm in turn 8 of my set, and all was quiet, but now we have a situation. 2W of Ulundi a stack of 3 Carthaginian warriors appeared out of the fog. Does not look good. We have zero military. If they are bad guys the only way to save Ulundi (it has just finished a worker build) is to switch the (almost finished) settler build in Zimbabwe to a military unit , and probably we must even merge the worker back into Ulundi to allow pop-rushing a unit there (if that is not regarded as an exploit by the team). What to do?

I think addressing this threat will completely spoil our REX gambit and even if it will work it will mean short-time survival, but slow death. So my solution is to competely ignore it on the risk of a fast death. But the team should speak.

situation.jpg



BTW, the Arabs were closer than we expected, there is a warrior-settler pair just 2 SE of Bapedi. If you want to have a look at the save:
 

Attachments

All right, I just took a look at the save. No need to panic ;)

It's a little dissapointing that Arabia is so close, because those were some of the most promising lands. However, we will still get our good core ring (smart call going for the red dot!) and also ample expansion room elsewhere.

If Carthage wants to destroy us, they will, and that's it for us. If not, we can continue easily.

This is what we do -- ignore them entirely. :) We basically undo the merits of our whole early strategy if we suddenly panic and rush troops to deal with this 'threat'. The fact is, on Deity and Sid, they like to parade around troops in little stacks. It's a little disconcerting, but you never really know what they are planning or seeing on the map that we don't. If they want us dead, we really haven't done anything to prepare for that. Therefore, just pray. :king:

Pst, if you want, go 1gpt to Carthage for 15 gold, I find such trades are excellent insurance against attack. That's one way people get by with virtually no military for a long time when going REX.
 
All right, I just took a look at the save. No need to panic ;)

It's a little dissapointing that Arabia is so close, because those were some of the most promising lands. However, we will still get our good core ring (smart call going for the red dot!) and also ample expansion room elsewhere.

If Carthage wants to destroy us, they will, and that's it for us. If not, we can continue easily.

This is what we do -- ignore them entirely. :) We basically undo the merits of our whole early strategy if we suddenly panic and rush troops to deal with this 'threat'. The fact is, on Deity and Sid, they like to parade around troops in little stacks. It's a little disconcerting, but you never really know what they are planning or seeing on the map that we don't. If they want us dead, we really haven't done anything to prepare for that. Therefore, just pray. :king:

Good, we agree. I suggest then that you do the praying while I do the playing (of the last 2 turns). :p

Pst, if you want, go 1gpt to Carthage for 15 gold, I find such trades are excellent insurance against attack. That's one way people get by with virtually no military for a long time when going REX.

Will do!
 
I played.



Preturn (2590BC).

MM Zimbabwe to prevent riot by exchanging the unimproved BG that is used now to the roaded river grass. This still gives growth in 4 and settler in 4 but also an additional gold.

IBT Wonderful news:

good_news.jpg


1: 2250BC Move scout. Worker starts mining river grass SW of Z.

IBT zzz

2: 2510BC Move scout.

IBT: Ulundi scout -> worker

3: 2470BC Move scout in the N into the marsh. New scout towards red dot.

IBT Zimbabwe settler -> settler

4: 2430BC Move scouts and settler.

IBT: Arabs are building the Oracle. That's good news. Waste a good city on something that useless. Dear mr. Arabia, could you please come to us for advise if you want to build a wonder? I mean, we ARE good neighbours aren't we? :trouble:
Arab warrior moves onto red dot, next to our settler.

5: 2390BC Movement.

IBT Arab warrior does not attack our settler but moves away.

6: 2350BC:
Settler moves on red dot.
MM Zimbabwe for 1 turn 4 food so that it has growth in 1 instead of 2.

IBT zzz

7: 2310BC Bapedi founded on red dot -> scout
Zimbabwe has grown to 4. Again I MM it for 1 turn of 4 food so it can grow in 3 instead of 4.
Movement of scouts.

IBT 2W of Ulundi a stack of 3 Carthaginian warriors appeared out of the fog. Bad news. We have zero military. I stop and consult the team. Elear and I agree on ignoring the threat.
Ulundi worker -> scout.

8: 2270BC
Dial Carths. We buy 15 g for 1gpt. To give them a 5 cent reason to not attack us. BTW, the Arabs were closer than we expected, there is a warrior-settler pair just 2 SE of Bapedi

IBT Carth warriors move away into the fog.

9: 2230BC zzz

IBT: Zimbabwe completes settler on growth to 5 -> settler

10: 2190BC. I leave the save as is. The scouts and the settler still have movement. Notice that the scout up N has revealed nothing but useless marsh by going E.
I have been checking the tech situation but there has not been any significant change or impovement of available deals. Last turn Carths also acquired the wheel.

The save:
 

Attachments

Overseer, you're up.

See I told you it would turn out fine. :goodjob:

I could possibly take a skip on this round because of how distressing my last turn was in Rat26. I'm not sure yet.
 
I guess I'll be busy playing the rest of the week, as I'm up in 3 SG's at once. I'll take this one tomorrow night, so now is the time to post thoughts, strategies and ideas. I have downloaded the save, so I got it.
 
Seems pretty straight forward still. Agree that the scout in the north has been useless by going east.

1) Find more civs
2) Get Alphabet -> Writing and trade while building a good core
3) Blast to the medieval ages and wage war
 
Sorry about the useless scout. Sending him east was my suggestion, and it seems that it wasn't a good one.

I'd agree that the next few turns are straightforward. We just need to get a few more cities settled, workers working, scouts scouting, and ... that's actually all I have at the moment :)
 
Sorry about the useless scout. Sending him east was my suggestion, and it seems that it wasn't a good one.

No problem, it was actually a good move. We needed to know what was in the E, now we know. Scouts are for scouting and sometimes they find useless stuff - which can be useful information. If we all could see what is in the fog we wouldn't need scouts.

@Overseer: I think the strategy is clear for now, so take it away!
 
Finding useless stuff is not really that useful ;) However it will not make a huge difference, so that's all right.

I've decided I won't ask for a skip, so...

Roster:

Elear - On deck
Elephantium - In the hole
ThinkTank
Overseer - Up
 
Overseer, as today is Thanksgiving, I'll give you until Friday to play this one. :)

Happy Thanksgiving everyone!
 
I have played my turns. I traded for some techs, and we are in a little better shape tech-wise. I am wondering whether we go writing at minimum or HBR? Carthage doesn't have HBR and everyone else does, which would make it cheaper. Maybe buy HBR and re-sell to Carthage? Anyway, here is my turn-log:
Spoiler :

Pre-flight: get the save loaded, programs up and running(Word, Civ Assist 2)

Non-Combatants
Settlers 1
Workers 2
Scouts 2
Military

Hit enter=>

IBT: nada

2150 BC: Move settler toward light blue dot. Western scout S through jungle. Eastern scout continues E.

IBT: Bapedi scout=>worker.

2110 BC: Western Scout turns W. Eastern Scout keeps going E. New scout will go N. Check trades, our “friends” want all our money for one tech, all cash and 6 gpt for 2….naahh.

IBT: Ulundi scout=>worker.

2070 BC: Eastern Scout meets a Viking. They are up on us on 4 techs, BW, Alpha, CB and Wheel. Western Scout sees grey border around a new settlement, moves S to investigate. Hlobane settled on Light Blue spot=>scout. Reveals a plains wheat to the East.

IBT: nada squared

2030 BC: Western Scout meets India warrior, they are up the same techs everyone else is, plus IW. They want 78 gold and 10 gpt for the Wheel… too much. Zimbabwe about to riot, hire tax man. Buy Masonry from Abe for 270 gold. Trade Masonry and 10 gold to Vikings for BW. My reasoning is, we are due for a big demand, so I might as well spend the majority to get us some techs.
IBT: nada cubed

1990 BC: Scouts scouting, workers working. Everyone now has IW. Carthage is to our SW, India is NW, Vikings are N.

IBT: more nada

1950 BC: More scouts scouting, workers working.

IBT: Zimbabwe settler=>settler.
Bapedi worker=>Barracks

1910 BC: send settler west toward wheat.

IBT: Ulundi worker=Barracks.
Hlobane, scout=>worker.

1870 BC: Even more scouts scouting, workers working. Settler almost there.

IBT: more nada.

1830 BC: settler on site for 1 wheat, since Carthage crowded our best spot.

IBT: Barb horse kills scout near Hlobane.

1790 BC: meet Portugal. They will give the Wheel for 147 gold and 6 gpt. I think that’s reasonable. Horses revealed on river NW of capital and E between 2 Arab towns. Isandhlwana founded NW of Ulundi=>scout.

IBT: We get Alpha, next is Writing. If I hadn’t made that trade, we could have it at 16 at max. We could still play the slider and get it in less than 50 turns. Sorry guys.

1750 BC: scouts scouting, workers working.

Non-Combatants
Settlers 0
Workers 4
Scouts 4

Hope I didn't screw everything up by using our cash to buy techs. Here's the Tech situation:
SGDeityTech.jpg


Here's a picture of our country:
SGDeityBigPicture.jpg
 
All right, got it.

The tech situation isn't pleasant at all (all those expansionist civs basically made Writing useless for us), but I've seen worse. We can either go Writing -> Literature (and try to grab the GL) or HBR and hope Carthage doesn't get it.

I really think HBR is the better option. Writing -> Literature then GL, even with a prebuild, is an expensive path and will tie up a valuable city for awhile. Writing takes too long now and now I question our initial research on Alphabet (no way we could have known the uselessness, though).

HBR is not expensive to research and gives a chance for trading with Carthage and/or even more civs if we find them. Yet more importantly...

This game is edging towards the pointy stick research path, yes, even a Horseman rush is possible. We don't have much more time to build. We need a few more cities (complete our core), sure, but since we know we have horses, if we can get barracks and horsemen pumping, we may be able to take a few cities from Arabia and/or America (Carthage has Numidians) and start suing for peace. If we do that, we can have a breather to add another ring to our empire, and make it to the Middle Ages and get Knights. Once we have Knights, it's lights out for the AI.

That's the theory, anyway. ;)
 
Lurker:

GLB tends not to be all that useful at Deity. they will get to Education fairly fast and it is hard to get a good pay back, IF you even get it. Worth a lot more if AW or Sid or island map.
 
The save might be useful to me too. :mischief:
 
Lukering:
This game is edging towards the pointy stick research path, yes, even a Horseman rush is possible. We don't have much more time to build. We need a few more cities (complete our core), sure, but since we know we have horses, if we can get barracks and horsemen pumping, we may be able to take a few cities from Arabia and/or America (Carthage has Numidians) and start suing for peace. If we do that, we can have a breather to add another ring to our empire, and make it to the Middle Ages and get Knights. Once we have Knights, it's lights out for the AI.
whats great about that is that you have impis to gaurd your horsemen on the way to the battlefields/cities that would save you many many shields... I think
 
I've got it and it isn't looking good. Tech situation is getting worse. The next player will HAVE TO coordinate a horseman rush or something. I've just been trying to finish our core expansion so we have enough production to do that.
 
Pre-turn: Science rate to 30 percent: 1gpt and HBR in 34...really no idea what that does us, but it's better than 50 turns on

Writing. MM the cities to get HBR in 29.

Check the scouts and various diplomacy windows.

IT: Portuguese building ToA.

Turn 1 (1725 BC) - Several scout and workers moves. Spot red borders. Luxury slider notched to 30 percent.

IT: Arabia demands all 7 of our gold. Typical. I cave. This causes our granary to be sold for 15 gold at Zimbabwe.

Nothing I could do...

Turn 2 (1700 BC) - More worker and scout moves. Meet the Romans. They have the same techs as everyone else, unfortunately.

Luxury slider reduced to 20 percent. Science increased to 40 percent (HBR in 21).

Turn 3 (1675 BC) - zz

Turn 4 (1650 BC) - Ulundu Barracks -> Settler Bapedi Barracks -> Settler

IT: Everyone getting Mathematics. Carthage now has HBR. I don't care. Need HBR + Horses to catch up in tech.

Turn 5 (1625 BC) - Intombe founded. Start on barracks.

Turn 6 (1600 BC) - zz

Turn 7 (1575 BC) - Isandhlwana Scout -> Worker Bapedi switch production from Settler -> Impi City won't grow fast enough,

and getting a basic defense is one of our goals if we want to attack.

Turn 8 (1550 BC) - zz

IT: Romans building ToA

Turn 9 (1525 BC) - zimbabwe Settler -> Barracks Meet Egypt, they are up all techs but Mathematics. Meet Persia, they are

up all techs but Writing!! and Mathematics. Too late for an attempt on either.

IT: Carthage demands all 13 gold. Give it to him.

Turn 10 (1500 BC) - Bapedi Impi -> Impi

Post-turn: Next settler needs to claim the horses. We're near HBR. I highly recommend the NW one, as the ones near Arabia would be nice to get, but also hard to defend. After that, mass horsemen to try to take a few cities from America or Arabia. That should put us right back into the thick of things, especially if we can get techs that others might not have. Don't build anymore scouts: we have enough. Next two sets are very crucial however. No pressure. :lol:

http://forums.civfanatics.com/uploads/104555/Shaka_of_the_Zulu_1500_BC.SAV
 
IT: Arabia demands all 7 of our gold. Typical. I cave. This causes our granary to be sold for 15 gold at Zimbabwe.

Nothing I could do...

Ack, that could have been prevented! When you get a demand for gold when you're running negative gpt, click on the advisor's head to get to the F-screens. You can then adjust the slider before going back and caving like a caveman :)

Post-turn: Next settler needs to claim the horses. We're near HBR. I highly recommend the NW one, as the ones near Arabia would be nice to get, but also hard to defend. After that, mass horsemen to try to take a few cities from America or Arabia. That should put us right back into the thick of things, especially if we can get techs that others might not have. Don't build anymore scouts: we have enough. Next two sets are very crucial however. No pressure. :lol:

http://forums.civfanatics.com/uploads/104555/Shaka_of_the_Zulu_1500_BC.SAV

I'll take a look tonight, but I probably won't play until tomorrow.
 
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