SUL5a - Competing Succession Game Teams

Oh man...I JUST realized looking at this screenshot that I didn't move the fortified spear out of Roman lands. I hope they dont declare war! :(
 
A couple notes:

Now we see the cost of leaving cities wide open to attack; barbs can stroll right in and sack them. The 200% combat bonus we get against barbs makes out units all but invincible against them, so there's really no excuse to ever have cities sacked. Try to make sure that all cities have at least a warrior in them at all times.

Trading Alphabet + 3g for The Wheel was not a great idea. Alphabet costs 33% more beakers than the Wheel, so an even-up deal for the two would still be a loss for our side. Having to pay them 3g on top of that... :smoke: I don't expect you to know the relative expensiveness of every tech (you can look at them in the Civ3 Editor if you're curious), but hopefully at least in this circumstance you'll know that X-man pulled a fast one on you. :)

Taking York off of an irrigated grasslands wheat to get an additional shield was not really a good move either, unless you could do so without reducing the number of turns needed to grow. The faster a city grows to the next size, the more shields and commerce it can pull in at all times. I'd need to have a pretty pressing concern to slow growth, and getting only 1 extra shield/turn wouldn't classify as such.

Don't worry about that spearman. The next person can activate it and move it when they open up the save. As for tech trading... we want to buy techs only if the cost to do so is less than what it would cost us to research the techs ourselves. Obviously this is a no-brainer on Deity where you HAVE to trail along at the back of the pack and buy your way into tech parity, but here on Warlord it may well be cheaper to research the techs ourselves than buy them. I don't know the answer to that; you guys will have to figure it out yourselves through the course of the game.

One thing I do know though: embassies! We want them! :D The additional diplomatic information is much more than worth the cost.

ZeekLTK is up next. If we do not hear from him in 24 hours (and I say this only because ZeekLTR has not posted here recently) the game will pass to archer_007.
 
I got it but I won't be able to play it for a little bit. When does it have to be done by? I might have to pass again. :(
 
On what to do next, I suggest we forget about the temples for now. Instead we should be building workers and settlers+escorts. We should be expanding a lot more!
I'd say we switch Nottingham to a spear which will be an escort for a settler, and we switch Hastings to a worker.
 
With no word from archer_007, the game passes to Wetterlind with Zarth on deck. Those of you playing in this game, please try to check to see if you are "up" at least once a day when you are "on deck". Let's try to get the game moving again after the last two dropped turns. :o
 
Inherited turn: 1475 BC
Moved our spearman out of Roman territory. I establish embassies in all known AI capitols. Every one is building settlers! Persians will have another in 2 turns, Zulu in 3 and Romans in 5. Then checked our relations with our neighbors and found out that the Zulu have Mysticism and we don't. But they want Iron working and contacts with the Romans for it and I want to give them neither. We were researching Mapmaking but I changed it to Mysticism and balanced out budget. It is now due in 8 turns (Mapmaking would have been done in 24 turns). We are on the brink of tech supremacy! The Persians have a worker in there capitol. I ... cannot ... resist ... (and we have an embassy in Persepolis, mind you) ... must ... buy ... worker. OK, I did it. Curse my weak character; I couldn't resist that luscious worker. If you all deem it unworthy of us, then I can redo my bout of turns. Our new worker will start the construction of the road to Hastings. Production in Hastings is changed to worker to get that city up to speed sooner rather then later. I'm not sure what to build in Nottingham so it is allowed to continue on the temple for the time being (3 turns to spearman, 8 to settler, there is plenty of time to change production).

Turn 1: 1450 BC
This turn saw some worker moves and some troop movements. And this:
SUL5a-Settler.jpg

We want that iron! Bad Zulu, go away!

Turn 2: 1425 BC
London built settler. Ordered up an archer to rid our land of the barbs harassing Hastings. It will take our settler 5 turns to get into position by that iron and the Zulu settler will be there in 2. To bad. Looking elsewhere: Hastings is a very oddly placed town. It doesn't fit into any kind of city grid. Now, where should I send that settler? It will have to walk S. Found the barbarian camp that is producing all those (two by now) pesky barbarians attacking Hastings (one of our scouts is standing just next to it...). So, our settler needs protection. The temple in Nottingham is transformed into a spearman, which will be fully trained next turn.

Turn 3: 1400 BC
I had to figure out a new dot map for our N expansion plans. This was what I came up with:
SUL5a-dotmap-1400BC.jpg

Comments on city placement (white dots, numbered 1 to 5 from N to S). My goal is to send our current settler to the 2:nd dot. The 5:th dot needs to be settled soon or we'll lose the shiny stones if we stick to this plan. There also need to be a temple there pretty soon (whipped, probably) to battle the Roman culture; we do not want that city to flip. We also want as much as possible of that (pink) disputed land close to Cumae. City #1 and especially #2 can become good cities soon enough hence my goal to settle #2. Cities 3-5 are all placed on the coast to compensate all that rock and hills inland. Once they get harbors (in a very distant future) they can grow beyond tiny. Cities #1, #3 and #4 (and even more so the latter two) are low priority cities and can be skipped a couple of times for expansions in other directions. Yellow dots are tiles that (eventually) will overlap between cities. Black dots are outside any city reach.

You can see the 4 barbarians that showed up N of London. I had to cancel a road job close to York to send that worker to safety. The second unit in London is a worker and it is sent from Nottingham to help completing the road to Hastings and to repair any damages from the barbarians.

Nottingham built a spearman and it ran towards London. Ordered up a settler.

Turn 4: 1375 BC
Sent our settler and the spearman in London to the 2:nd white dot. The spearman rushing towards London took a detour and fortified the incense hill NE of London, awaiting the barbarian attack. The Hastings warrior stood up bravely and defeated its barbarian. There is much tension in York as 3 of the 4 barbarians approach the city.

In-between turn 4-5: Hlobane settled NE of Nottingham

Turn 5: 1350 BC
York survived two attacks. The third barbarian destroyed our irrigation NE of York. The barbarian #4 moved in closer to London and our spearman on the hill moved to the capitol to defend the city.

Turn 6: 1325 BC
The forces of London and York stood there ground and our London spearman got promoted to veteran. The archers of London completed their training and went barb-huntin' in S. A settler was ordered in London.

Turn 7: 1300 BC
York completed their granary and a settler was ordered. In S we now have a scout next to the spearman guarding the Romans. Our scout in N came into the reach of a barb and our scouting warrior was sent barb hunting in the jungle.

Now we have three settlers on the way. Too few warriors/spearmen though.

Turn 8: 1275 BC
Canterbury founded! Warrior ordered. We know Mysticism. Those funny looking beasts that eat grass, can they do us any good? In 9 turns we will know. It was the fastest tech to research and I wanted us to stay ahead in the tech race. There is no tech we want desperately any time soon anyway (?).

Turn 9: 1250 BC
Not much. York grows to a size 5. Had to take one of the laborers off of the workforce in the field and turn her into a tax collector to avoid civil unrest.

Turn 10: 1225 BC
Lots of worker movement. New worker in Hastings, ordered a warrior. Archer is in position to strike. A lone Roman warrior was sighted in the mountains bordering our spearman and scout.

Taxes at 1.9.0, 56g, income -1, Horseback riding in 5.
 
Hey, the game looks pretty good overall. I like the spots chosen on that unusual dotmap; they cover all of the available land nicely and do a good job of putting low-food cities on the coast. Worker buy in Persia is late enough that it should not cause too much of an issue, just don't go buying any more from Xerxes.

Did you like the iron location claimed by the Zulus? I shifted the iron locations on this continent around a bit when designing the map so that there would be several about equal distance between the English starting location and the other civs. If one team didn't put a high priority on claiming the iron, it could be swiped out from under their noses by an AI civ. And it looks like that's what Shaka did here. :lol: Perhaps you had better put a priority on going for one of the remaining iron sources...

Keep in mind when selecting what techs to research the relative importance of each tech. Mysticism may have been the cheapest to research, but it does nothing for our civ. Ditto for Horseback Riding, since at the moment there are no plans to attack another civ. A tech like Literature, Code of Laws, or MapMaking would do more for our civ, even at a higher cost in beakers. I see that the team is well ahead of the other civs in techs, although that's hardly surprising here on Warlord; wish I could say the same in my Deity game at the moment! :D

D-Tox <<< on deck
ZeekLTK (out on technical support issues)
archer_007 (missing in action)
Wetterlind
Zarth <<< UP NOW
 
0. 1225BC

1.1200BC
London finishes Settler, start settler

2. 1175BC
York finishes settler, start settler.

3. 1150BC
Nottingham finishes settler, start warrior
Canterbury finishes warrior, start warrior

4. 1125BC
nothing

5. 1100BC

6. 1075BC
We discover horseback riding, start code of laws.
London finishes settler, start settler.
Coventry founded, start warrior.
Warwick founded, start worker.

7. 1050BC
York finishes settler, start settler
Switch Hastings warrior to worker.

8. 1025BC
Nottingham finishes warrior, start settler.
Canterbury finishes warrior, start warrior.
Newcastle founded, start worker.

Our people want the forbidden palace.

9. 1000BC
nothing

10. 975BC
Hastings finishes worker, start settler.
Oxford founded, start worker.
Switch London to spear.


EDIT: here is the save http://www.civfanatics.net/uploads2/sul5a_975BC.zip
 
Hi Hotrod. Since both ZeekLTK and archer_007 have missed their last turns (ZeekLTK both turns), I don't see any reason why not to put you in the order. You'll take Zeek's spot, and if he shows up again then you'll move back to archer's spot. The revised turn order looks like this:

D-Tox <<< UP NOW
hotrod0823 <<< on deck
archer_007 (?)
Wetterlind
Zarth
 
okay will check to see when my turn comes up.

Hotrod

ps. will be out nov2nd through 9th on vacation but will be right back in after that.
 
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