SUL5a - Competing Succession Game Teams

Got it.

Don't think I'll get a chance to play tonight, just got home from work and I'm beat :( Man, I hate work....

I'll have my turn up by tomorrow evening though, at the latest.
 
Good thing both hotrod0823 and archer_007 are up before me. I can't do any playin' 'til sunday evening anyho (that is probably sunday morning/lunchtime to you guys, I'm living in CET (GMT -1)here).
 
Posting this from work...

Not going to be able to get my turn played until real late tonight or late tomorrow morning.

If you guys don't mind waiting till then, cool :) If not, me and hotrod can switch for this cycle.
 
I'm reading both post and I find this concept interesting. Anyway the reason I am posting this is just to pass out a little 411, on the D-low, and other such phrases. Just thought that you would like to Known Team b is kicking some serious arse.:) ;) :D

P.S. Don't hurt me. Just a joke, if you couldn't tell by the multiple smilies.

EDIT: I wish I could spell
 
Bring on the :smoke: heh.....

0) 975BC - reduce science to 80% so we are breaking even. One extra turn for
research to finish
- trade world map to Zulus. We get world map + 30 gold

1) 950BC - London finishes Spearman, start another spearman
- Workers started on roads

2) 925BC - York finishes Settler, start Settler

3) 900BC - Canterbury finishes Warrior, starts on Temple


4) 875BC - Reduced science to 70%. One extra turn for research to finish,
but now we're getting an extra 6gpt
- Workers start on roads near Hastings and Coventry

5) 850BC - London finishes Spearman, starts on The Pyramids

6) 825BC - Coventry finishes Warrior, starts on Worker
- Warwick finishes Worker, starts on Worker
(figured we're going to need alot of workers to get rid of this Jungle
at some point)
- Liverpool founded at one of the dots on Wetterlind's dotmap.
Start production on Barracks (just set it to this because I wasn't sure
what to build...get started on some shields Next player will have to change it)

7) 800BC - Adjust Science to 80%. 2gpt now, but 1 more turn to Code of Laws

8) 775BC - Code of Laws is researched, start on Map Making (either this or change to
a tech where we can change governments...next player can decide)
- Newcastle finishes Worker, starts on Worker

9) 750BC - York finishes Settler, start on Settler

10) 730BC - Hastings finishes Settler, start on Barracks
- Oxford finishes Worker, starts on Barracks (just a placeholder...
wasn't sure what to start building here)
- Dover is founded at another dot on Wetterlind's dotmap,
start on a Barracks (placeholder...can you tell I'm clueless as to
what to build ;) )


Here's a screenshot of our current kingdom:

sul5a_730BC.jpg


Here's the saved game:

sul5a_730BC.zip
 
Sul5a from 730 BC

730 BC (0): Check out the lands. Change Nottingham right off, settler too soon change to temple. Change Oxford to temple as well will most likely have to hurry a temple. Change Cantebury from Temple to barracks with London locked into the Pyramids for 40 turns we need some vet spears. It is in no danger of revolt and is not growing but can produce some troups. Change liverpool to temple for the opposite reasons, can grow rather quickly, after a harbor is built, and will get its troup from the other cities.

Trades: Trade Zulus, ROP and CoL for Map Making, ROP and 25 for his 38 gold. Trade Persia Maps for his Map and 42 of his 69 gold. Increase research to 90% Philosophy in 5 with -2 gpt. Change Dover to warrior.

710 BC (1): 1 settler heading North to the last open spot in the jungle. Second settler heading to iron to the south.

690 BC (2): Misc. movement.

670 BC (3): Warrior fortifies at future city site in the jungle, settlers continue to move workers continue to work.

650 BC (4): Reduce research to 50%, get philo next turn and +11 gold. London grew to 5 and will revolt next time it grows, in 5 turns. Dyes by coventry will help. Relize now philosophy was not the best choice will go with lit next for libraries.

630 BC (5): Philo researched start lit, due in 8 turns at 80% with +2 gold.

610 BC (6): Warwick and coventry build workers and start temples. Settlers move closer to new city locations.

590 BC (7): Found Brighton on southern iron, felt it was the best location, 1 tile SE is more of a flip risk being so close to Rome. Trade Zulu philo, maps and 70 gold for Math and maps.

570 Bc (8): Nottingham finishes temple starts warrior for settler escort to Northern jungle. Found Norwich and start temple.

550 BC (9): London grows set lux to 10% to avoid revolts. Lit in 4 with -1 gold.

530 BC (10): Dover finishes warrior starts temple. warwick warrior abandons post to travel with settler. New warrior from Nottingham due next turn to fill warwick.

Diplo Check: Persia is behind in tech by Math, Philo, Maps, and HBR. they only have 27 gold, no trades.

Zulu 10 turn remain in the ROP, renew for more money after it expires, we have tech parity now but will have lit in 3 turns. I wouldn't trade it. Once we get libraries started we should pull away, don't trade communications with the Romans either. They will pay for it but it will only help the Romans improve.

Romans are backward by a whole lot, they lack, mystc, math, philo, code of laws, maps, and HBR. Lets keep it that way. We could even take them in the next couple rounds with a few vet archers and swords.

As far as my recommendation for building, I would stick with the cultural buildings to the North and put the pressure on Pasargadae, Intombe.

Here is the save:

Sul5A 530BC
 
A couple of general comments:

1) At this stage in the game, barracks are expensive at 40 shields. We should only put barracks in certain cities, ones that we plan to train military units out of. Coastal cities, for example, are not a good place to build barracks since they will have few shields and exist mainly to pull in commerce. Keep in mind that we don't want them everywhere now; temples to improve overall culture, libraries to improve research, and COURTHOUSES in outlying cities are all better things to build.

2) Gaaah! London is severely non-optimized for wonder building! Building the Pyramids is a good call here on Warlord, but let's not waste turns here on it. Two of London's tiles being worked are grassland ones that have no mine; just by mining those tiles we could go from 9 shields/turn to 11 shields/turn and knock 6 turns off the completion date. If we had done this earlier, it would have been even more significant of a difference. When we're building wonders, our workers need to have that city improved to the maximum extent possible!

3) With the choice to research Construction, Currency, Literature, or The Republic, hotrod0823 chose to research Philosophy. :smoke: Philosophy is a tech that gives up nothing while the other techs all enable crucial improvements or governments. Remember that the cheapest tech is not always the best one to research next.

4) We've got some weedy city placements as well in the north. The location of Oxford is sure to cause trouble with Persia in the future (watch for a sneak attack) and the location of Norwich is... bad. It wastes a lot of tiles and unnecessarily will be involved with a culture war with the Zulus. Not much we can do about this now (certainly don't abandon the cities!) but I thought I should point it out.

5) A few words on clearing jungle. All those massive stretches of jungle are worthless now, but with enough worker effort they can be chopped down into highly productive grassland tiles. Don't fail to put cities in jungle because they are "useless" there; instead, each jungle city should work on training workers to clear out space for itself. The team that "wins" the competition will probably be the one that makes better use of all that jungle terrain. With that said though, worker priority should go to improving non-jungle tiles first. And with workers, the more the merrier. :)

I'm glad to see that archer_007 has reported back in and will play the next turn. I'm even more glad that the last two players posted maps so I didn't have to do so! :love: Now maybe the lurkers will get off my back. ;) It will be up to the next few players to decide whether to continue pushing culture and infrastructure or go for military and attack Rome or one of the other civs.
 
Yep knew the philo choice was bad. Thats what started researching after I made the trade for Maps and didn't realize it soon enough to change to lit. Felt it was better to ride out the 5 turns of :smoke: rather than waste a couple turns of research my changining it. I was able to trade philo later for math making philo not a total loss.


Hotrod
 
I've done my turn, but as the internet was loading, my puter froze up. I lost my turn writeup because of this. Do you want me to replay the turn or just post it and let you see for yourselves. If you wanna me to replay, tell me. Otherwise, here it is.
 
No archer007, you certainly don't have to replay your turn just because you lost the writeup in a forum server snafu! :) (Hint: save your writeup before posting just in case - the same thing has happened to me many times). I opened up the game and it looks fine, except for some rather weedy moves. Three big issues really stand out...

1) Did I or did I not specifically state that London was not being optimized for wonder production in my post earlier today? (It's point #2 above). Well, here's what London looked like when I opened it up:
SUL5a_pyramids.jpg


Bigtime weediness here. [pimp] Those two grasslands are STILL not mined, London is still getting only 10 shields/turn, and worst of all, we're running an entertainer (!) in a wonder city. That is very, very, VERY bad form. Bump the luxury tax up to 20% and get rid of that entertainer! If London had been set up properly to build this wonder, it would be due to complete in about 10 turns. Right now it will still take 19. So if we lose out on the Pyramids to one of the AI civs with just a few turns to go... well, we have only ourselves to blame.

2) Tech researching... Didn't I yell at hotrod0823 above for researching Philosophy instead of a more useful tech? Well, when given the choice to research Currency, Construction, The Republic, or Polytheism this turn - the choice was Polytheism. I hope I don't have to point out the weed of that move. (And the science slider can be bumped WAY back and still get the tech next turn, by the way).

3) The worker actions going on at the moment are simply atrocious. I don't want to be too mean here archer_007, and please don't take this the wrong way, but a little more thought needs to go into the jobs workers undertake. Take a look at this picture:
Sul5a_weedyworkers.jpg


What's wrong with this picture? Canterbury has two hills mined, and a plains tile mined, and workers set to mine another hills. But Canterbury isn't working ANY of these tiles, and it's stuck at size TWO for lack of food!!! Where is the irrigation?! :confused: Furthermore, why is there a mine on a hill to the south that NO city can use right now - it's outside the cultural borders of every city! And the worker mining a mountain tile that NO city can use while Canterbury cries out for irrigation and London sits with unimproved tiles while building a wonder is quite simply the finest weed :smoke: [pimp] :smoke: I've EVER seen before. Yep, this goes right up there with Charis' irrigating a desert tile over a cattle tile.

Now a lot of this probably was done by other players as well and I just wasn't paying attention to it, so these comments go for the team as a whole and not just archer_007. Please try to use workers in more intelligent fashion; it would actually be better to automate them than waste their time in such silly fashion (but please don't automate!) Don't get discouraged by my comments; I'm trying to be tough but honest here. And that's the point of this kind of game, right?

D-Tox
hotrod0823
archer_007
Wetterlind <<< UP NOW
Zarth <<< on deck
 
Got it! Because of a lucky coincident I’ll be able to play now (instead of tonight)! Sometimes change of plans aren’t that bad. Hopefully I’ll be able to play my ten turns and post before I off to do some “healthy” social stuff… :mutant:
 
Long term objectives:
- We want to build the Great Lighthouse. Why? We want to find the other continent. Anyone else mustn't!
- We can, and I want to :D, kick someone of this continent. In the long run the Persians are the greater threat (there is more room over there), but the Zulu are more aggressive and annoying. The Romans can wait. And we can wait until we can build knights.
- We must connect to iron! Otherwise war making will be futile. (See above)
- We soon need a new government. Monarchy if we plan to do some butt kicking, republic otherwise.

Inherited turn: 330 BC
Stopping a worker from hacking his way through a mountain close to Liverpool for no apparent reason. Switched Coventry from temple to spear. Must use that barrack. Dover is building a worker next turn, instead of temple. So is Norwich. Newcastle is happy to build a boat instead of a temple. Adjusted the taxes to 5.5.0 to give us 12gpt and polytheism in the next turn. There is no way I set lux. taxes to 20% at this point. Sure we can use the entertainer to a laborer but that will give us the Pyramids 1 single lousy turn faster. Sure I can improve the lands around London, but it will take a lot of time to get the workers there. I can probably shave another 2 turns of that building project (16 instead of 19). I select faster research instead - we need construction and a new government real soon now. Lets hope we finish that brick pile first!

We have a Zulu warrior in our territory, one tile NE of Nottingham, close to a worker. That might turn out interesting...

Turn 1: 310 BC
Sold ROP to the Zulu for 57g and their world map. Reminder:[/B no declaring war on the Zulu for 20 turns! Started to research construction at 1.9.0, due in 11 turns at -5gpt. Dover and Norwich finished the workers and were put back on temple.

Turn 2: 290 BC
Started irrigating around Canterbury because a Zulu warrior blocked the road to London.

Turn 3: 270 BC
Hastings finished a temple, stared on a worker. Canterbury finished spear, will build another one. Sent the spear to Nottingham.

Turn 4: 250 BC
Worker movement.

Turn 5: 230 BC
Worker movement.

Turn 6: 210 BC
Zulu built the Oracle and Coventry built a spear and I ordered a worker. Sent the spear to York.

Turn 7: 190 BC
York finished library and will build a worker.

Turn 8: 170 BC
Newcastle builds boat and will train worker.

Turn 9: 150 BC
York completed worker and I put a courthouse as a placeholder for an aqueduct.

Turn 10: 130 BC
Whipped a temple in Oxford. It will expand its borders in 11 turns and then we will have iron and dye!
Zulu warrior-settler pair seen close to Hlobane. The Zulu will most likely do an aggressive settlement. I told you they there a pain in the... behind. Oh! I forgot: Hastings finished worker in 190 BC and is now building a harbor.

We're at 1.9.0, -7gpt and 144g. Construction is complete in 1.

- Make sure to connect that iron by Oxford.
- I don't know if the Zulu can contact the Romans then our blockade is in action. It they can then the next person in line must sell contacts all around right away.
- Be sure to adjust the taxes to get some extra cash out of the people.
 
Our workers are being used much more intelligently after this latest turn. :goodjob: This turn the mistake was made in terms of tech research. Wetterlind kept the research rate at 90% the entire time, at a large (unneccessary) cost to our team. I could drop the slider all the way to 10% and get the tech next turn (going from -7gpt to +33gpt). That's a big difference! The reason why is because the Zulus also have the tech Construction, which lowered the cost for us to research it. We probably sunk around 100g into unecessary research on this tech, which is a lot in the ancient age. I suggest watching the science slider and diplomatic screens a bit more closely when researching any tech. Zarth is up next with D-Tox on deck.

SUL5a_130BC.jpg
 
Back
Top Bottom