NCSG2-Team 2-Lincoln!

1 north east would be quicker but I prefer your idea of 2N 1W we don't waste any of those lovely floodplains that way, but yes it will take a while to hook up the cities.
 
Alright, played my turns. Made at least one boneheaded move, but hopefully it's not too serious.

Turns:
40-42: Chill out.

43: Mine finishes and move the worker to the cow. Spot a hut just south of us

46: AH is researched and we get horse just N of our border. Move Wash's citizens around to grow one turn earlier.

47: Archer completes, so I put a turn into workboat while waiting for growth. Send archer to find that hut!

48: Washington grows to three, and start production on a settler.

The hut has already been popped, probably by our lovely neighbor Mehmed. Archer explores a little south.

51: We're a bit behind:
Civ4ScreenShot0000.jpg


52: Worker finishes improving the cows, and moves to the plains hill for a chop.

57: We have discovered round things... I bet the gods would like to know of our round things! Let's discover them next. I realize our archer is too far south to escort the settler :crazyeye: and start rushing him north.

59: Chop finishes. Settler has one turn left. I'm not sure what to do with the worker, so I end my set here. I noticed a panther on the hills near the copper, so careful with our (thanks to me) unescorted settler. Archer is standing on the western rice tile ATM...

Civ4ScreenShot0001.jpg


Civ4ScreenShot0002.jpg
 

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Looks like a solid set aol. Our settler is out early and we can hide him inside our borders until the spot is free of animals, or just wait for the archer.
 
My preference would be to switch to slavery, whip an archer, overflow will complete the settler. Working the clams and cow we should regrow fast enough while finishing WB.
 
Well played aol, Good plan pigswill.

I wonder how the other team are getting on? It's really tempting to look! but I won't. Except everytime I log in here I nearly click on the wrong thread! :crazyeye:
 
Couple of dotmaps to consider:

l1a0000.jpg


l1b0000.jpg


Once we've settled we can't really change so its worth considering (and of course alternative dotmaps would be good as well).

Edit: its likely that Mehmed will build another city (or two) which could mess up our plans.
 
The second one looks better to me. It seems as though that northwest city (of the first dotmap) would be very poor for most of the game.
 
I have to agree that the 2nd looks better top me too, its tough though as its going to take time to get our borders popped for that copper.
 
Are you still looking for another player? If so, I'm interested... but I normally play on Noble so Monarch will be challenging.
 
Gatling:
You're in! We'll slip you into the end of the roster, so this is what it looks like now:
schwartz -><-
Groogaroo -><-
aol -> Just played <-
pigswill -> Up now <-
GatlingGun -> On deck <-


As far as it being monarch:
I wouldn't worry, you're going to be getting good advice all around and the turnsets are short, so you can focus on each turn very closely. If you're feeling stuck, don't hesitate to stop and ask for the team's advice :D

First dotmap suits the rush much better, we don't have to wait for mysticism + monument + 15 turn culture pop that way. The faster our axes get going the better.

Say we get the city settled in 7 turns (to coincide with mysticism, for aid in the calculation)..
We then have:
7 turns (to settle city)
+ (33 :food: to size 2 for monument whip / +3:food:/turn from working floodplains tile) = 11 turns
+ 15 turns for :culture: pop
____
33 turns + 6(not sure?) to mine the copper (we'd road to it while we get everything else on line, obviously) =
39 turns until the copper is hooked up
Too long IMO, the copper needs to be in the first ring.

EDIT:
Even if we get the city up in 5 turns (quickest possible), we still need 37 turns to hook up copper in all.
 
33 turns + 6(not sure?) to mine the copper (we'd road to it while we get everything else on line, obviously) =
39 turns until the copper is hooked up
Too long IMO, the copper needs to be in the first ring.

So by settling the better city sight we would get copper online until about turn 100? You right that is way too late, we want to be launching our attack by then! Guess we'll just have to settle with copper in the first ring (1N)

Oh! and welcome to the team Gatling Gun :)
 
OK, sounds great... this is my first shared game series as well, but I've read through several others so I think I understand the protocol.

A few questions / comments:

1. I currently have HOF-mod loaded, will this cause a problem when I send saves to the team? If so, any thoughts on whether I can simply unload the HOF-dll and insert the original Firaxis 3.13 dll or is this more complicated? (Caveat... I noticed that previous NCSGs use Bhuric's patch, but the intro here simply says "BTS 3.13"... pls clarify)

2. I ran some numbers on that proposed desert city (5NW of Washington)... I don't think it would be such a bad city... it has 3 FP and Wheat in the BFC, so a couple of options I came up with could give us:

OptionA: 22 base Hammers at city size of 9 (assumes Caste System and Guilds)... this of course gets better when you add a forge, Chemistry, etc...

OptionB: 7 Food surplus and 10 base Hammers at city size of 9

The 22 hammer option is particularly attractive to me, since this is a coastal city and could be a decent naval unit pump... the best naval pumps are over 30 hammers, but I certainly wouldn't discard this location outright on the basis of desert alone. Even the 7F / 10H option could run 3 specialists at city size 12.

3. What is the typical team preference for the first GG?

4. I'm assuming No Cottages are simply what we build, and we won't burn the AI's cottages when we capture them... right?

5. I prefer to turn City Governor automation off when cities are small... any problems with this from the team?
 
GatlingGun:
To answer your questions:
1: I don't think the HOF mod will be compatible, I'd wait for someone who's more knowledagble about that than I am, though.

2: Agree 100 %, that Wheat is also irrigated post-CS so we could have a total +9 food at size 4 working 3 farmed flood plains + the wheat,when means 4 specialists at size 8 which is just fine if we don't have a high :) cap, or, as you said, be turned into a workshop/farm production city later on, when workshops start improving with Caste/Chemistry/Guilds/State Property.

3: Depends.. If we have a suitable production city by the time we get it, I like to settle it, otherwise I merge it with a mounted unit for a Medic III

4: I'll send Krick a PM to clarify, since these games are set up by him. EDIT: Krick confirmed that we should burn them (pillage for gold is best!).

5: I hate the city governor too, it's obsessed with Spies/Priests despite that scientists would be better. I'm sure the rest agree here :lol:
 
First option is better for rushing, second option gives us two excellent sites instead of three ok ones.

Its beginning to look like its just us and Mehmed on this rock so I'd rather rush early to get rid of him before he gets too established.

@GatlingGun: Welcome to the game :) :hatsoff:.

I also think you won't be able to run the game with HoF.

Re 1st GG. It depends on whether I anticipate a lot of early wars (in which case medic) or if I'll be building an army for a late war (in which case MI in HE city).

Cottages - lets pillage them!
 
Just posting to mirror what the other guys said!

I havn't got a clue if HoF will work, my guess is it won't. I'm definatley leaning towards the second option (dotmap wise) and yes after doing the adding up the city to the northwest would be alright. I think were almost definatley isolated with mehmed, so he needs to go and we need to settle close to copper.

With GG's I'd normal make a mash but as we are charismatic settling the fellow in our biggest production city would be nice and shopuld make it easy to get 3 promotions straight out of the doors. I don't know if war with mehmed will be enough to get us our 1st GG?

Yeah! No cottages means No cottages! Bah! Lets burn them all. Of course I don't think its against the rules to capture a city with them as long as we improve over them asap, is it?

And lastly, yeah no problems with switching off the old city governer.
 
ok. I'll go for getting copper in the first ring and we'll aim to axe-rush Mehmed.

If you're not used to monarch then one thing to get used to (very quickly) is that we're about to get swamped by barbarians :goodjob:.
 
Started as discussed.

T0. Revolt to slavery. Switch build to archer. Worker starts road.

T1. Anarchy zzz.

T2. Whip archer.

T3. Archer> Settler

T4 Settler> WB.

T5. Move zzzz

T6. Hold the Press:
l1c0000.jpg


Totally different ball-game. Tech-trading is now an option. Do we rex peacefully or continue axe rush?

Justinian arrived via WB so may not be on same island but is reachable to boat. Yum, overseas trade routes.

Settler/archer combo can go for either site at this point (1N of copper or 2N of copper).
 
Interesting development..
I think we may go for a GLH and coastal city REX at this point, the overseas trade routes will power us through the mid-game techs.
I think we should draw up a new dotmap to include some coastal cities to leverage GLH.
We should also be able to find a couple food-heavy locations to run scientists and leverage Philosophical. We can always make our move on Mehmed in the Medieval Era with Maces/Trebs or Knights.
 
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