Ruff02 - Concurrent Succession Game

Patched and what about 15 turns?
 
I do not think we should decrease amount of turns. Empire is still not big and we want to see implementation of diferent strategies, don't we?
 
Ok, then lets play 20.
 
Yes - post some time Wed, discuss Thur, vote Fri
 
Personally I am wander, folk, you have all week to post, but it seems every time many are to late.
 
20 turns completed:
Spoiler :

Well, not the most eventful of turns and I really had to struggle with an economy in the dumps. Previous player had granaries in various stages and for the most part I stayed with them. I did convert Karakorum to an Oblisk to bring some culture in asap. I think going forward we're going to need to keep culture in mind to grab up some of those resources we've got just outside borders.

I did manage to get the Colossus and our Buddhist Holy Shrine (thank you Moses for helping our economy!!).


Right now we're at 40% research with a minimal profit. Delhi is building a monastery so that we can pump out some missionaries to up our income (via holy shrine). Our shrine should help that as well.

Research wise, I went Archery >> Masonry >> Mathematics (7 turns left). I picked up Masonry so we could hook up the marble down by Turfan (made it a viable city). Mathematics was to give us Aqueducts to combat the forge unhealhty (and Hanging Gardens of course), but also so we could go to currency next and improve our horrid GNP.

Colosuss didn't boost our economy much, mostly because cities are still better off working land tiles.

I only :whipped: a few times, so next player should have a free hand if they need.

Traded cows for gems with Bismark - he has pigs available if next player wants that instead. Delhi is in -1 unhealhty. This will be resolved either by hooking up the clams near Turfan (workboat building), founding a nice fishing village on the island to the north with clams, crabs, and fish, trading with Bismark for his pigs, OR by building an aqueduct. Lots of options (oh and you could whip it out of unhealthy as well).



Goals going forward:
Decide if we want to try to blitz Hatty
Fully explore the south of our island - it looks a bit promising
Fix our cruddy GNP. Production and Food are in good shape, its the gold we need.
Found one or two more cities. I've marked my suggested locations and have one settler being built right now.







Spoiler :

Turn 100 (375 BC)

Turn 101 (350 BC)
Axeman defeats (2.40/5): Barbarian Archer
Delhi finishes: Galley

Turn 102 (325 BC)
Delhi begins: Forge
Tech learned: Archery
Karakorum finishes: Granary

Turn 103 (300 BC)
Research begun: Masonry
Karakorum begins: Obelisk
Bangalore begins: Obelisk
Confucianism founded in a distant land

Turn 104 (275 BC)
User comment: Confused in a distant land

Turn 105 (250 BC)

Turn 106 (225 BC)
Tech learned: Masonry
Karakorum finishes: Obelisk

Turn 107 (200 BC)
Karakorum begins: Forge
Research begun: Mathematics
Axeman defeats (3.90/5): Barbarian Archer

Turn 108 (175 BC)
Delhi finishes: Forge

Turn 109 (150 BC)
Delhi begins: The Colossus

Turn 110 (125 BC)
Bangalore finishes: Obelisk

Turn 111 (100 BC)

Turn 112 (75 BC)
Moses (Great Prophet) born in Delhi

Turn 113 (50 BC)
Delhi finishes: The Mahabodhi
User comment: Moses comes along and saves our economy!!

Turn 114 (25 BC)
User comment: gems for cows with Bismark
Karakorum finishes: Forge
Christianity founded in a distant land

Turn 115 (0 AD)
Karakorum begins: Settler
User comment: Christians pop up in a distant land
Axeman defeats (2.75/5): Barbarian Archer

Turn 116 (25 AD)
User comment: Parthenon BIDAL
Delhi finishes: The Colossus
Madras finishes: Granary
Karakorum's borders expand

Turn 117 (50 AD)
Delhi begins: Buddhist Monastery
Madras begins: Forge

Turn 118 (75 AD)
User comment: Hatty finally converts to slavery.
Bombay finishes: Lighthouse

Turn 119 (100 AD)
Bombay begins: Library
Turfan finishes: Barracks

Turn 120 (125 AD)
Turfan begins: Work Boat
User comment: Need to crank out missionaries from Delhi in the coming turns
User comment: Turfan needs culture next
User comment: Clams from Turfan will help our unhealthy ways - but so will Aqueducts (and HG of course)

 
Spoiler :
Pre-turn: I MM just a tad, change to a workboat @ Turfan; I plotted 10 cities on the viewable map so, hmmm...why not just head for culture for fun, to try and make the most of my 20 turns. So, my goal will be Confucianism and Taoism, right after Archery. I change Karakorum to a Forge so that I can build the Colossus there afterward w/a few chops helping out. I change to FWorkers @ Madras and Bombay; i deleted 4 units, 2 warriors, 2 of our least exp'ed axes. -13gpt>-10gpt

T1-350bc: Lvl 3 Axe @ Turfan kills a Barb Archer and retires back to teh city to heal. I disconnet our worker pair, one famrs the cottage near Bombay and one starts on a road to Karakorum. Whip Forge @ Kara. for 2pop; I send out an axe from Kara. to Fog Bust in the middle of the continent.

T2-325bc: Delhi: Galley>Budd Temple (MM to work cottage); Kara: Forge>Colossus (21t ~ we'll see)

T3-300bc: Archery>Math (13t)

T4-275bc: Confucianism drops :mad: I switch to Alpha to try and trade some techs [in retrospect, since I could get NOTHING once Alph came in, I wish I had stayed w/Math...even w/o that, I wish I had stayed w/Math ~ we could be affording more cities sooner that way.]

T5-250bc: Worker connects Turfan and Kara. and begins to help chop w/another worker. An axe also moves out of Turfan to explore the South ~ I'm thinking snaky continents is the style here...

T6-225bc: 1 more chop @ Kara.

T7-200bc: Buddhism spreads to Frankfurt.

T8-175bc: Moses is BIFAL, pasture the cows at Kara; I :smoke: on the whips for the FWorkers @ Bombay and Madras :mad:

T9-150bc: Delhi: Temple>Monastery; Mahavira born in Delhi. Kashi BIFAL, Mahavira B@Delhi! :) Certainly helps w/the money ~ eek ~ they're at 30% w/+3gpt. Bombay: worker>Lighthouse

T10-125bc: Kara: Colossus :D >Granary (will be whipped). Turfan: Workboat>Library.

T11-100bc: 50% (-1gpt) Alph in 10t.

T12-075bc: Gold mined: Alph in 7t, 60%; -2gpt.

T13-050bc: no OB w/Germany?? :smoke: here for sure! trade one of our cows for a gems and OB: 60%, +1gpt

T14-025bc: Madras: Gran>Lighthouse; Buddhism spreads to Bombay

T15-001ad: Bomb: Lthouse>Forge; Delhi is on stop growth for now w/2 sci, Monastery builds there, start on Monk. Christianity FIDL.

T16-025ad: Kara: Gran>Barracks. Bismarck builds the Parthenon.

T17-050ad: Nothing.

T18-075ad: Alph>Masonry

T19-100ad: Nothing

T20-125ad: Masonry>Math. Kara: Barr>Obelisk (for the culture; Hamburg is encroaching); Bombay pops a border.
I can't upload pics from work for some reason..perhaps firewall, i don't know :confused:
 
Spoiler :

Preturn - I micromanage a tad, mostly in Delhi. I stagnate growth to increase production. It's been whipped so much that it's got 20 turns still to go before all the unhappies are gone. I also switch it to aforge, as a granary is no good if we aren't growing. The biggest thing I see that needs fixed is that we have no workers! I'll have to try to remedy that. I also get open border's with both Bismark and Hatty.

Turn 2 - Archery comes in, next is Masonry. Whip WB in Turfan. Carryover goes to Obelisk.

Turn 4 - Confucianism is founded in a distant land.

Turn 5 - Workers are farming the flood plains at Bombay. To be productive at all that city has to have those two FP's farmed...it allows us to either work the Incense (with Calendar) or the Copper and another mined hill.

Turn 6 - Masonry in, next is Math. Delhi finishes it's forge and starts the Colossus.

Turn 7 - Bombay finishes LH, and starts on forge.

Turn 8 - I have an axeman exploring South of Turfan to see how good the land is. We'll want to expand there when we can.

Turn 13 - Whip the Colossus in Delhi.

Turn 14 - We're still at 40% science, but as soon as the prophet pops we should be higher. That's in two turns.

Turn 15 - Karakorum finishes it's granary, and through the aid of chops will finish an obelisk in 1 turn. We need all the culture we can get.

Turn 16 - Mahavira gives us the shrine, and it allows us to go up to 50% science with only a -1 gpt. Karakorum moves on to a forge.

Turn 17 - Christianity is founded in a distant land.

Turn 20 - Math is in, Monarchy is started. Of course if my save is chosen this is vetoable, because there is nothing put into it. Axeman is started in Delhi to escort a settler which should be built next. There is a good spot between Karakorum and Turfan, and at least two good spots South of Turfan.

Here's the demographics and the score....not sure how this turnset will compare. It wasn't my best, but not my worst either.



 
I think we got all posts?

I am currently lean toward Pholkhero save, for follow +
1) Building Colosys in Karakorum and not deluting our propet pool.
2) Not researching Massonry, that leaving mach more strategic options open and we do not need masonry.

ONly thin I would like to see is Infor screen.

Difference from GNP probably come form people open or not open borders, but still.
 
ruff_hi said:
Round 3 - Group 1
pholkhero
bobrath
Mutineer
chriseay

Round 3 - Group 2
Spinoza
knupp715
Ruff_Hi
radiopill

Two late now I suppose.... but you were.
 
hmm.. did not noticed, seens I was on last 2 times in a row.

Well, I sow all spoilers. If team agree I can play in about 7 hours and post result, but not sure it will be fair.
 
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