@lymond
I updated my
comments on everyone else's games message to include comments on your game.
Shared Religion
Major downside of worker steal is Gilga has 3-4 + vultures. You get a -3 you declared war on us modifier.
We have a +1 Shared Religion modifier with him and that value should go up to as high as +5 after another 40 turns.
Since he Opens Borders with others at the default relationship value, we'll be able to get out of the Diplo hole thanks to a shared Religion.
Worst Enemy Status
Also 'you are our worst enemy'.
That fact will disappear once our relationship improves from Annoyed back to Cautious.
He was Cautious with us at the beginning of the game, so at worst case, it will take another 21 turns for this Worst Enemy status to go away.
Chariots counter Vultures
We really only have chariots to fend off his vultures. I guess that would work.
Chariots are THE counter to Vultures, at least if you get to attack.
The trick is to ensure that you chop the Forest and Jungles in between you and the attacking Vultures, so that they don't get defensive terrain bonuses.
With no promotions attacking a Vulture in the open (i.e. without terrain bonuses), you will get more than a 75% chance to win, plus a chance to retreat. The same is true if the Vulture has a Combat I promotion (the odds are more like 78% and 75.9% or so).
If your Chariot has a Combat I promotion, the odds go up to more than a 87% chance to win, plus a chance to reatreat. The same is true if that Vulture has a Combat I promotion.
Axemen are better on defence against Vultures
If your Chariot is defending, though, it's not going to be a very good defender against a Vulture.
On defence, you will want an Axeman. An unpromoted Axeman vs an unpromoted Vulture will be equal in strength. The odds slightly favour a Vulture as more promotions are involved, but the AI is less likely to be "smart" enough to assign its Vultures with Combat I + Shock, while you can be "smart" enough to promote any Axemen that get 4 experience points (Barracks + win ANY battle) with these 2 promotions. Of course, we'll need to find ourselves Iron before we can build Axemen.
Or, try and aggressively send a Settler down to the area west of Gilgamesh, to see if the Copper is still yet unsettled there.
If you are able to build Axemen, you'll likely be smart enough to defend from within a City or on good defensive terrain, so you'll likely have better than 50% odds of winning the battle. Fortifying in one place (say, in a border City) will also boost your defensive bonus and thus increase your odds of winning a defensive battle.
Iron Working for Axemen--not for Swordsmen (at least for against Gilgamesh and Montezuma)
Note that while I advocate learning Iron Working if you want to go for war, I DO NOT recommend building Swordsmen against a Leader like Gilgamesh, since he likes to spam Vultures, and Vultures are the counter-unit to Swordsmen. Axemen + Chariots + Catapults (if you can get that far). Horse Archers are also an option to replace Catapults--they don't get any special benefit against Vultures, but they also don't have a weakness towards vultures, either. Still, I'd prefer to get the Catapults over the Horse Archers, if given a choice.
War without Catapults or Horse Archers would be best played defensively until you have overwhelming odds for taking a City (a stack of 20+ units that have gotten promotions from fighting battles in our territory). The Charismatic Trait favours this approach, as you only need to win 1 fight with a Barracks-built unit in order to get 2 promotions.
Positive Diplo Modifiers for Religion
You do get +1 for religion. I am not sure how you would get Gilga to pleased. He won't even open borders.
+1 now, +1 more in another 10 turns, and +1 more in yet another 10 turns. Wait a turn (for a total of 21 turns) and the Worst Enemy modifier should wear off, at which point he'll Open Borders with us.
My Votes
The decision was very tough and like I said, I'd be happy to play anyone's game forward. That said, I tried to pick games that would put the average player in a good position going forwards.
Fierabras' game = 3 points
Upsides
- If we use our Work Boat to explore Gilgamesh's Coast, we are only 5 turns away from having Foreign Trade Routes, since that's how long it will take to learn Sailing.
- Our capital's location allows us to use both of the Fish to the east of our starting location, if we choose to do so.
- We have our Horse Resource connected and we already have a Chariot.
- There are a lot of Forests remaining that can be harvested (Chopped).
- All of our Cities are connected to our Trade Network.
- We're decent on the tech pace, with Writing under our belt and Sailing on its way.
- We have a Settler ready-to-go, so you have a lot of freedom as to where you want to place your 5th City.
- Most, but not all, of our citizens are working improved squares.
- Gilgamesh has a Religion and a Wonder (The Oracle) that can get him Great Prophet points. So, he'll likely spread his Religion to us and then create a Holy Shrine that we can potentially capture later in the game.
Downsides
- Our Gold City is going to take a bit of time to grow to Size 2 and thus become feasible to work the Gold Resource long-term.
- There are gaps in our Barb spawn-busting, but we at least have a Chariot to make up for this fact. Still, it should become a priority to plug these spawn-busting gaps (moreso in the north, but also in the SE, just to the north of Gilgamesh's area).
- We are reasonably short on infrastructure (buildings).
- We only have 4 Workers and none are being constructed.
- We didn't settle a Jungle + Rice City to block Gilgamesh, but that could be an upside if you don't want to settle in the Jungle.
Quaren's game = 2 points
Upsides
- We have 4 Cities and other than the capital, they are in pretty great locations. We still have room for an additional 3 decent City locations.
- We have a Library coupled with our Palace's bonus and we have some Gold saved up, so in a turn or two, we can switch to 100% Science on our way to learning our next tech.
- We're working on generating our first Great Scientist, which will be quite useful to get.
- Most Cities are working improved squares with their citizens, so the Worker allocation has been well-balanced.
- If we research Sailing next, we'll be able to get Foreign Trade Routes with Gilgamesh.
Downsides
- We've done a lot of clear-cutting of the Forests, so not much Forest regrowth is possible, while a lot more Forests have been used up than in other games, so that one-time production boost has already been used up. Still, it appears that it was used in good ways (chopping Libraries), so it's not that big of a downside.
- We don't really have a great location for building additional Settlers. The empire is going to be stuck at 4 Cities for quite some time.
- The capital's Flood Plains are not improved, so we haven't started to work any Cottages yet.
- Neither Gilgamesh nor Montezuma has any Wonders for us to be able to capture. This fact could change, though, as The Great Lighthouse has yet to be built (but we're too far away from it tech-wise to be able to build it, lacking both Sailing and Masonry).
GKey's game = 1 point
Upsides
- We have The Great Lighthouse. That Wonder is excellent for this map and it means that we can spam a bunch of Cities without killing our economy. This entire game will be built around that fact.
- We have the Gold being worked, but that City will stagnate for a while. It will probably be best used as a Worker-pumping City for quite some time to come.
- Our blocking City in the Jungle is about to have its borders expand, so we'll be able to work the Rice soon.
- We're working on a Galley, so we could feasibly settle our 4th (probably better for our 5th) City off-continent, for a very solid boost to our Trade Route income.
- Gilgamesh has a Holy City and The Oracle, so he'll likely build us a Holy Shrine and will likely spam Missionaries our way, which will help in making the capture of his lands a more valuable enterprise.
- We ALMOST have the Heroic Epic unlocked with a Woodsman II Warrior. It just needs to win 1 more fight, and, unlike many other games, there is room for Barb units to spawn.
- The gap in our spawn-busting can be closed by moving 3 of our Warriors towards the gap. We don't need our Woodsman II Warrior where he is (he can move 1 square north) since Gilgamesh's culture can "see" over the Lake to reveal the PFor S + S of our Warrior.
- We have a lot of options as to where to settle our Cities, so, for those of you who don't like how others settled, this saved game gives you a lot of flexibility.
Downsides
- We're quite far off from learning Writing, so we'll have to rely on an AI to get it for us in order to get some Foreign Trade Routes.
- We're very low on the number of Workers, which is going to be a bit of a problem. Settler + Worker spam is going to have to be your focus for the next 50 turns, in order to best leverage The Great Lighthouse's value.
- Our Jungle City does not have a Hills square, so while it serves the purpose of blocking Gilgamesh from settling in our direction, it's not a very great short-term City location.
- We have a gap in our spawn-busting line that is pretty wide. If a Barb Axeman spawns, we're going to be up a creek without a paddle, since we don't have a City by the Horse and are still researching Animal Husbandry (so we techincally don't "know" where the Horse is located, although we really DO know, hehe).
- Until we get our 4th City settled or until Gilgamesh gets Writing, we won't be leveraging the full value of The Great Lighthouse. After that point, though, this game will really start to take off in a positive way.