COTM 02: Pregame discussion

Darn! I have to get on a 'plane to go to the States today so I won't have time to start! Hmm, wonder what my fiancee would think if I brought my Civ discs with me. 'Just got to play a quick game of C3C, hun. Yes, I know it's July 4th, but this is more important'. She'll understand....

Neil. :cool:
 
thank you. the dutch were likely, but not certain. for the few hours that this remains a pregame discussion i want to suggest the option of working the BG. it is so tempting to settle there instead (the second whale baiting this choice, are you that devious :mischief: ? ), but a whale vs. BG is obvious. a tiny island would be a poor demonstration of the agricultural trait (even more devious if it is indeed a tiny island :eek: ). so, i will assume more land awaits to the west. i will settle at the start location and work the BG, then walk my worker to the hill, after building a warrior. i sense barbarians are close. a granary will be built shortly after, then a settler, then some boats to explore. i hope following the coast eastward reveals some worthy land. ainwood may not be able to play, but i know he enjoys seeing us squirm :) . it is fun none the less. we'll know before sunrise (or sunset).
 
then again, maybe moving the capital west and having a later city where we start would be best :confused:. heads move the worker to the hill, tails move the worker to the BG ........ :crazyeye:
 
it's tails. 2 out of 3 :lol:. heads, heads. i'll check the hill..... all salute William of Orange!!
 
Moohoohahahahah

It's up, if you know where the download page is/will be. Opened it up, and it's the correct save (at least for the open class)

Must Civ - Talk Later

Bye
 
Okay - do I play a turn or two before heading to the airport? But to explore the hill or not to explore... that is the question. Still.

Neil. :cool:
 
eq1 said:
Play a turn, you know you want to...

My fiancee has gone to bed now (she was waiting up for me whilst I packed). I'm not planning on leaving for another 30 minutes or so. I think I'll use the 2D20 sitting on my desk to make the initial decision....

Neil :cool:
 
I prob won't have time to start this for another 5-6 days. Let's hope I can find time to finish it. I had no way of finishing cotm1 :(

The agr trait throws calcs around a bit imhso. If we can get to fresh water, we should move to get there, even if it will take 5-6 moves.
So I'll be scouting NW with my worker instead of working the grass and moving SE straight away.
If the land opens up and it looks like we're on a peninsula, I'll surely move. If not, plan B is to work the whales (good eating btw :D).
 
Capt Buttkick said:
The agr trait throws calcs around a bit imhso. If we can get to fresh water, we should move to get there, even if it will take 5-6 moves.
I'm pretty sure fresh water would be worth even more than 5-6 moves. But I don't like to wander around blindly so much with my initial settler (I don't think you will already see a lot by one move). So I will stick to the initial plan and have the second settler look for better lands, if the first warrior finds something.
 
Capt Buttkick said:
The agr trait throws calcs around a bit imhso.
It sure does if we're not on a small island.

klarius said:
I'm pretty sure fresh water would be worth even more than 5-6 moves.
I'm not sure where the break-even is. Moving 6 steps to be on fresh water breaks even in terms of growth at 20 turns - without freshwater 20 turns grows to size 3, with fresh water 14 turns does it. But there's a shield and gold loss for those six unsettled turns. It might be better overall to build at the start and send a settler at turn 20 to the fresh water.

Anyway, I feel confident that some fairly long walk would pay off (at least four turns, probably five, perhaps six) if it found fresh water. The gamble is the painful part, those could be just lost turns.

If I hadn't already decided to begin by scouting with the worker, being agricultural would change my mind, the potential value of the worker's time if there's something there is really high now. I hope that after moving the worker the decision for the settler will become clear-cut one way or the other!
 
Let's go Dutch - At least we won't have to look at those silly hats that William wears.

Current thinking:
Settler SE
Worker builds mine then road then move to the hill and have a look around
Settler founds city starts curragh research writing at max then either Philosophy and Map Making or Code of Laws to Philosophy to Republic

After curragh then warrior (if not tiny island) then settler

I'm thinking this might be an exploration of the Sefaring trait not the Agricultural. That could be being saved to the Mayan, Inca or Sumerians.
 
Moderator Action: No posts here after you've opened the save, please
 
Moderator Action: No posts here after you've opened the save, please
 
I can still post here until tonight (all the SG turns done for awhile).

So as my parting shot, I'm going to guess we're in Miami and there's a good sized chunk of land to the NW. Probably 1-2 neighbors (though nasty ones like Shaka & Caesar), but our main problem will be all the friendly science AI are on another island and are busy trading techs back and forth and by the time we meet them, we'll be researching Polytheism and they'll have Chemistry & Education. I'm hoping we don't have Japan or India nearby, their UU we'll be powerful against ours (no defending against mounted bonus).

Just 12 hours until play time.
 
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