View Full Version : F.R.E. Empire Turn Report 0-40


azzaman333
Jan 04, 2007, 11:10 PM
Any screenshots of the played turn will be put here, along with any infomation that is of note.

azzaman333
Jan 05, 2007, 05:34 AM
http://i10.photobucket.com/albums/a105/azzaman333/capture_20070105_150744.jpg

http://i10.photobucket.com/albums/a105/azzaman333/capture_20070105_150556.jpg

http://i10.photobucket.com/albums/a105/azzaman333/capture_20070105_150808.jpg

Current Plan;

Research IW at max, build a worker (who will pop the hut), and road and irrigate the cow.

vikingruler
Jan 05, 2007, 02:07 PM
After the worker i suggest we build two EWs. Also, we never technically decided on the city name, I mean Freedom Central is good, but the capital name city thread did list some others. We can always change the name. I really liked Evaackkia or Evaackkia City.

CommandoBob
Jan 05, 2007, 05:20 PM
Research IW at max, build a worker (who will pop the hut), and road and irrigate the cow.
Worker in 5, city grows in 5, city culture expands in 10.

Since we are not EXP, the goody hut could be a bady hut (barb warriors). And if we popped a bady hut with a worker (and no defenders), this could be a real short game for us. :D

(Well, we would be at size two and we could pop rush a defender if needed, so we are not totally without defensive capability.)

azzaman333
Jan 05, 2007, 05:40 PM
Worker in 5, city grows in 5, city culture expands in 10.

Since we are not EXP, the goody hut could be a bady hut (barb warriors). And if we popped a bady hut with a worker (and no defenders), this could be a real short game for us. :D

(Well, we would be at size two and we could pop rush a defender if needed, so we are not totally without defensive capability.)

I have a very good reason not to build a warrior to pop the hut. Without any units with attack or defense points, you will never pop barbarians from a hut. :D

This thread (http://forums.civfanatics.com/showthread.php?t=93244&page=3) has the hut popping probabilities.

CommandoBob
Jan 06, 2007, 02:35 AM
I have a very good reason not to build a warrior to pop the hut. Without any units with attack or defense points, you will never pop barbarians from a hut. :D

This thread (http://forums.civfanatics.com/showthread.php?t=93244&page=3) has the hut popping probabilities.
Now that IS something new.
:goodjob:

Kuningas
Jan 12, 2007, 11:24 AM
I looked at the save. Worker should have first to irrigate the cow instead of improving road to the cow. Because of that road, capital pop size increases one turn later, I'm not doing exact math, but we lose quite a lot of food and shields. Commerce doesn't matter anything at this point of the game, since we don't know who our neighbours are and what techs they are willing to trade for.

Kuningas
Jan 12, 2007, 03:49 PM
These are Domestic Minister orders for capital Freedom Central, and for initial worker. If something needs to be clarified or you would improve the plan, state your opinions. At first glance, the spreadsheet may look confusing.

For reference:
cowg = Grassland cow
cowg i = Grassland cow Irrigated
Bg = Bonus Grass
Bg m = Bonus Grass Mined
G = Grass
G m = Grass Mined

Automated governors. Go to City governor screen, set "Emphasize Production",
"Yes" in "All Cities". Other governors set all to "No" in "All cities".

Turns 5,9,15,18,22,26,28 need specific focus.

Turn 5, 3750BC. Build a worker. Begin to build a settler.
Turn 9, 3550BC. Increase luxure rate to 20%.
Turn 15, 3250BC. Build a settler. Decrease luxure rate to 0%. Begin to build a Granary.
Turn 18, 3100BC. Increase luxure rate to 10%. Found second town around this year.
Turn 22, 2900BC. Increase luxure rate to 20%.
Turn 25, 2750BC. In my test, discover Iron Working in this year.
Turn 26, 2710BC. Increase luxure rate to 30%.
Turn 28, 2630BC. Build a Granary. Begin to build a settler. Second worker should have mined one grass by now, thus 4-turn settler factory is online.
Turn 40, 2150BC. Capital has built 4 settlers, a worker and a granary.

If second worker chops one forest tile, it would result granary been built two turns earlier. We should consider that at least.

http://forums.civfanatics.com/uploads/34645/domestic_cap000.JPG

Kuningas
Jan 13, 2007, 07:44 AM
Turn played and sent. Pressed the spacebar.

vikingruler
Jan 13, 2007, 12:10 PM
Minister Kuningas, i have noticed that you have made no mention of building a warrior or any military unit in our capital or future cities. Perhaps I am reading the spreadsheet wrong, but if not I would strongly suggest that we should build an Enkidu Warrior in the near future. We will need national defense and will we need units to explore the surrounding territory.

aluka
Jan 13, 2007, 05:20 PM
We're going for a worker first to pop the hut with no risk of getting barbarians. But I agree it'd be a shame to have some other team simply waltz into our capital. When exactly to build it; that I'll leave for others to decide.

azzaman333
Jan 13, 2007, 07:01 PM
2nd city will preferably build a majority of our defense.

aluka
Jan 13, 2007, 10:15 PM
Sounds good to me.

Kuningas
Jan 14, 2007, 01:25 AM
That was my thinking as well. 2nd town produces EWs.

I spotted possible a wheat resource in 3 tiles SE of capital. If that becomes true good place for a second town is one tile south of that goodie hut.

azzaman333
Jan 16, 2007, 06:45 AM
Whoever plays next turn, dont forget to change the current build away from settler before popping the hut, and change it back after.

azzaman333
Jan 16, 2007, 08:14 PM
Ceremonial Burial from the hut.

azzaman333
Jan 18, 2007, 09:48 PM
http://i10.photobucket.com/albums/a105/azzaman333/3650bc.jpg

azzaman333
Jan 30, 2007, 06:24 AM
My laptop has been sent away for repair, so I can't be active for at least a day.

Kuningas
Feb 01, 2007, 10:42 AM
Played it and sent along. We had palace expansion but didn't reveal anything important.

MikMilaKiks2Kil
Feb 11, 2007, 10:29 PM
I totally agree the 2nd city should produce EW asap.

Do we have a plan where will be our settler factory? Or is it too early to think about that....?

Kuningas
Feb 12, 2007, 04:43 AM
Settler factory will be in Capital. Currently it seems to be functional in turn 27.

Has anybody a good city name suggestions?

CommandoBob
Feb 12, 2007, 02:14 PM
Has anybody a good city name suggestions?
Well, we have this thread, City Name (http://forums.civfanatics.com/showthread.php?t=193311), that we could use. Since we have our capital named, we could just start over and let everyone contribute two names.

Rik Meleet
Feb 17, 2007, 12:55 PM
/me would like a city named after him ... :please:

vikingruler
Feb 17, 2007, 05:58 PM
We should honor the great Rik Meleet with a city named after him.

nc-1701
Mar 01, 2007, 11:02 AM
Hey, yall we are somewhat behind on time and no-one has posted our save so if nobody answers this I'll go ahead and get it played when I finish school. I know I'm not the designated player, but we are behind on time and Kuningas is gone I think.

nc-1701
Mar 01, 2007, 02:41 PM
Ok, I played it hopefully no-one minds cause I'm not a turn player...

Anyway the worker finished a mine I told it to make a road next, Evvaackia finished granary I started a settler, it will grow next turn. I moved the EW one square West. If there's any problems sorry, but we were well over time-limit. lol

aluka
Mar 02, 2007, 01:01 AM
No problem. Thanks for playing the turn.

CommandoBob
Mar 02, 2007, 07:12 AM
Good catch, nc-1701. I've not been keeping up with this as closely as I should.

Um, what turn are we on right now?

aluka
Mar 02, 2007, 05:33 PM
The next turn we're playing is number 27.

Kuningas
Mar 03, 2007, 08:30 AM
nc-1701 :goodjob:

Turn 27 is played and here is screenshot. Irow working in one turn. What do we research as next project?

http://forums.civfanatics.com/uploads/34645/tfree_t27.JPG

azzaman333
Mar 03, 2007, 08:42 AM
I'll say Masonry or Alphabet.

Empiremaker
Mar 03, 2007, 08:05 PM
I would go with Alpha- Writ- Lit/ Philo

vikingruler
Mar 03, 2007, 08:07 PM
I would go with Alpha- Writ- Lit/ Philo

I don't think there is a point in going for the philo gambit. any other team that has tried it has already gotten at least one tech already, most likely two. We should stay away from that branch and get other techs to trade for them. I suggest masonry.