Tribute2: Five Ferrets Farming Fishes

Tribute

Not Sarcastic
Joined
May 4, 2005
Messages
1,186
Location
Pacific Time Zone
This will be a nice different game than Tribute1: The Paranoid Peaceful People. The rules for this SG are:

We must start on the sea with a fish nearby. This tile must be worked at all times throughout the game :p
We should try to build cities OCP.
We must win with the UN vote.
We should exploit our agricultural and seafaring abilities with towns on the coast through our extra food and faster harbors. :mischief:
We must defeat anyone who declares war on us, if they are NOT European, seafaring, or agricultural. Oh and that means we can't declare war on anyone that is one of those 3.

Cool
Normal
5 billion
Pangea
80% water
Monarch

Civ: Dutch with their 1-4-1 Swiss Mercenaries and farming fishes capability.

Anyone who wants to join should choose a name as the advisor of William. It should be a ferret's name as they eat fish, I think. :) I like my new avatar. Don't you?

Roster:
1. Tribute as Friar Fred
2. namliaM as Jan-Peter Balkenende
3. Open
4. Open
5. Open
 
I would love to join... Been thinking of putting up a dutch SG....

My nick would be Jan-Peter Balkenende..... Beeing the current Dutch prime minister...Tho I would rather not be associated with him... and its not a ferret... I will have to think about it...

LOL

OCP => I allways am whipping myself to not OCP, would be a nice change...

We must defeat... Does that mean more or less AW against anything non-euro?

We cannot declare on euro, what if they DoW us?
 
Okay, you're in namliaM as Jan-Peter Balkenende. Can I call you Mailman backwards?

We only have to destroy the people who are non european, seafaring, or agricultural if they declare war on us. If we declare war on them, then we don't have to. And it doesn't necessarily have to be AW against one of those civs. We can make peace as much as with the intentions of defeating them.

If a european, seafaring or agricultural civ declares war on us, we must make peace as soon as possible, but can attack any of their troops or cities that we want.
 
Tribute said:
Civ: Dutch with their 1-4-1 Swiss Mercenaries and farming fishes capability.

Anyone who wants to join should choose a name as the advisor of William. It should be a ferret's name as they eat fish, I think. :) I like my new avatar. Don't you?

Oh goody a chance to be a biology geek at CivFan :D

....ferrets don't eat fish, I mean they probably would if you gave them one, but they primarily hunt and eat rodents. Mink and especially otters (both closely related to ferrets), eat fish. :)
 
So anyways, let's take a look at our four starts that took so long to generate because of the fish requirement.

Start 1:
Start1.jpg


Start 2:
Start2.jpg


Start 3:
Start3.jpg


Start 4:
Start4.jpg


For the long run, I would say that 2 would be the best since it has those hills and mountains. 4 will see a deficit in shields in the end but at the start it's fine as the wines act like BG with commerce on plains.

For the dry starts, 1 and 3, I would say that 1 is the harder of the two and 3 has low food potential with very high shields.

Of course, the water factor will count very much in these starts. Of all of them, two has the least, so Amsterdam will be most productive in that start, unless all the others have hidden resources that we can't see.
 
You must mean start 3. Well if nobody is currently joining, I guess I should start immediately.

The AI are random. We are not actually doing a very strict OCP. Just minimum tile overlap and waste.

Just for fun:

Roster:
1. Tribute as Friar Fred Up
2. namliaM as Jan-Peter Balkenende On deck
3. Open
4. Open
5. Open
 
I wish I knew how to use the lurker's comment thingy.

(0) Using start 2, Amsterdam is founded immediately and the worker is moved north. The lovely fishes are being used. Production set to worker. Research Writing in 36 at 100%.
(1) Worker mines.
(2-6) Nothing
(7) Worker finishes mining. Start roading. Growth. Worker in 1.
(8) Worker built. Start curragh. MM to fix Amersterdam. Worker moves to FP.
(9) Meet Zulu. They are probably close to someone since they are up warrior code and ceremonial burial.
(10) Worker finishes roading. Move to silk forest. Border expansion. MM to fix Amsterdam.
(11) Road started.
(12) nothing
(13) BW learned by Zulu. Finish irrigation. Start roading.
(14) Growth in Amsterdam.
(15) Nothing
(16) Road on FP done. Move to another.
(17) Silks connected. Curragh built. Curragh in 5.
(18) Oh no see red borders a few spaces north of Amsterdam!
(19) Contact the Byzantines who are up the same things that the Zulu are up.
(20) See a heavenly wheaty spot near the Byzantines starting location.
(21) See another border. Growth in Amsterdam. Fix for max growth since curragh is still in 1.
(22) Curragh built. MM for max shields. Settler in 6. Meet Mongols who are up everything + the wheel.
(23) I see orange borders south of Amsterdam. Isn’t this crowded? Ack, I also see the Zulu border west of Amsterdam.
(24) Meet the English who are only up BW. See a tiny island.
(25) More exploration.

Okay, so all we need now is rapid expansion. Everyone has two cities except us because of my extra worker. Mongols have 3 for some reason.

2750BC1.jpg
 
you can do the lurker thingee like this
lurker's comment: ...text..here...[/delurk lurker's comment: just close it with a ].
i can try a pop a few guest turns if youre bogged down, depending on free time.
will keep an eye out, so just holler if you want me to take it.
still, NOT a sign up.
 
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