Randomness of Civ

Turn 0 (1590 AD): All right, I've got some beef pot roast, we're heading for Liberalism at a painfully slow rate... all right! Let's go. I notice we have a settler in PP, so I'll just send him up to C1 immediately. Why waste time, right? We can worry about the economy later. I send one of the knights in Mound City to accompany him.

Turn 3 (1600 AD): Hadrumentum gets founded:



Yay. We're still bleeding money out the ass, of course. Hopefully the next player will fix that.

Turn 5 (1610 AD): Asoka demands our World Map. Since I'm not sure how strong he is, and I don't want to run into a war right now, I accept.



Turn 10 (1635 AD): Argh. Our economy goes to 0% and we're barely making it then. I think it's about time for me to end this before I ruin us even further...

The good news is, we have another settler heading to C2. The bad news is, I think I managed to destroy our economy completely. Yay me?

Save: Randomness 1635 AD
 
0% slider was expected, we can build wealth, build some CH's in exposed cities and most important we will use some scientist...

will check the save (now) to comment a bit more for next player ;-).
 
checking the save...

IO take this as constructive criticism ;-) and of course it's my opinion... so with this out of way :)

We shouldn't build markets, especially not in Cahokia if you needed to grow on something back, you could use wealth.
the CH close to capital has too long pay back too...again if we need to grow then wealth is good option

OR build Christ mishes! we need 3 more at least for now... you forced us into building theatres, the costs are 54 hammers for missionary, 67 hammers for theatre, missionary brings us +25% hammer modifier in new cities and culture border pop (a bit slower then theatre though)

actually mound city would be good CH city with 6gpt maintenance

I like that you connected the rice city instantly, there is one minor error though, the workers shouldn't road towards gold, but build farm 1W of the lake to spread irrigation to the rice instantly.

I would say cripp should build 3 christ mishes in cap, city 2 and cahokia instead of current builds

there should be queued courthouse in mound city instead of theatre and whip it asap, there is not enough tile improvements anyway.
Hadrumentum could get courthouse too and we have there some trees after the farm to chop

I would go for the sugar city with the settler.

Russians and Celtia close to the middle of our island... I would say build next turn settler in Poverty point and chop there some tree eventually.

our first 3 cities after mishes could build workers then... 7 for 8 cities won't cut it.

it's fine to claim land now, but we need to improve the land too.
 
And lib is gone, so we need not worry over that any more! :p

Otherwise basically what vra said. Anyway, we have a decent chunk of land, so once we capitalize on that we'll be good!
 
Got it!

V has a good plan, will work off that.


IHT-
Made change as V said
Hardum put to :culture: for 3 turn to pop border faster


Turn 71
Switch tech to Nat

Turn 75
Settle c2 site build :culture:

Turn 81
Boudica demands Educations...sorry
trade Fred +3gpt > pig

Turn 82
Pop GS in Cahokia



Spread to all cities but c2 which has a mish heading there. Pretty uneventful round, got some workers out.

We need to discuss which cities get which improvements.
 

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GS should make an academy in the capital I'd say.

Mound City looks like a good place for HE to me.

Maybe we should get out a galley and check out the southern part of the Portuguese island, maybe it has good spots to settle. Even taking that barb city out might be worth it, if only for the cash. We have those knights sitting about anyway.
 
will have to check the save...and since I am up I will do this evening and then offer my insight on what should I do in next 10 turns as always ;-).

will pay special attention to things nocho mentions ;-). Too bad his draft is too abstract :).

Not sure with the academy though, to me it seems we will run 0% slider long time.

About tile improvements mentioned by cripps, I think this late starts screams hammers basically and of course use the rep with scientists.
 
here is the got it + plan post

Mount city is indeed very good spot for HE, I would think I can whip OF the settler into HE here to speed up things a bit (well into rax and then build HE).

Capital can build galley and then in 4 turns switch to settler

Utica will build christ missionary instead of the CH and then it can build caravel

Cahokia should grow a bit after the worker, I guess build rax and then grow on wealth, size 7 could start settler

Hadrumentum can finish the theatre and then probably rax

Hippo will be about that work boat and cothon probably. we need there more workers ;-)

Poverty point will finish the longbowman then start on another worker... it doesn't have much good tiles and we could use more workers imo
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Diplomatic situation is complicated and honestly not sure what to do with it.

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I would trade for dye from Celtia.
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Techs not sure which way to aim, will be really tough to find something the AI doesnt have, won't soon have.

I guess for the time being i will bank some gold on 0% slider into Nat.

We should discuss what is our next military tech for war against Stalin and Celtia.
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oh almost forgot the GS... maybe the academy isn't bad idea, not sure... with the tech plan I have it's useless to build academy now, so i think I could leave him stand there too.
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well that's it?
 
Plan looks good to me.
Tech: just keep at 0% slider, whatever tech strikes your fancy (nat is pretty good, going towards steel is fine with me as well). Just keep the scientists in the cap for GPP production.
Getting a couple of libs up would be nice. Acad in Cap is fine with me, though we might want to keep him for bulbing as well.



I'm away for the weekend, won't be able to access the forums in the meanwhile, so I'll read up when I'm back on tuesday.
 
Plan is fine with me too. Only doubt is the GS. What would it bulb right now? PP, chem? If we hold on to him but are planning on an academy anyway, I'd build it now... Yes, virtually useless, but with 2 scientists hired at least it's an extra 3 beakers per turn. In these dire times anything is welcome. :p

Oh, I'd fancy growing the cap asap and hire as many specs as possible. Whatever great people we can get would be nice. IIRC we can hire 2 merchants and a priest as well (once we've grown a bit) along with the engineer and the 2 scientists. At least that was part of my reason why I fancied rushing the NE...
 
well there is still some anger so I planned to use settler to fade away the unhappy.... nothing more to it ;-)

I could see going on libs where I mentioned wealth...
 
Played the round

I built the Academy as discussed in PPP heavily
Spoiler :

I trade for the dye from Celts
Spoiler :


we lose some money from event
Spoiler :


We got the caravel
Spoiler :


Gilgamesh came and wanted OB...I said no
Spoiler :


We settle new city
Spoiler :


and I decide to stop.

As you will see after you check the save I started on 3 more settlers in couple of cities.
Capital will finish cothon next turn and starts on grocer... the city has to just grow, we have big happy cap, so I didn't built there settler

Building settlers is really expensive. We should decide if we go for some off shore city (there is couple of interesting spots), we still have 4 spots on our landmass to settle (2x pigs, inner sea crabs and fish+silver south) and eventually some off shore.

Our new city had christ mish prepared and we got religion there immedietaly. It's good strategy imo to prepare mishes for new cities, that could be role of capital after grocer since that city needs to grow.

Well that's it.
 
No you didn't scare me;)

Offshore there's the crab/iron, and on the landmass to the East is fish/corn/deer, and a sheep/deer(shared)

we can have Carthage pump missions out as settlers are produced.

I do think the new city Ker should build :culture: for 4 turns to pop a border before Spain gets out bananas!
 
Are you finished vranasm? If so, I believe I am up, although I am not 100% sure. My machine is getting a mobo replacement so I will be back up and running between tomorrow and Friday, depending on part availability. Let me know whether you guys are willing to wait or prefer a skip. Awesome :D
 
Are you finished vranasm? If so, I believe I am up, although I am not 100% sure. My machine is getting a mobo replacement so I will be back up and running between tomorrow and Friday, depending on part availability. Let me know whether you guys are willing to wait or prefer a skip. Awesome :D

yep I am finished...
 
Are you finished vranasm? If so, I believe I am up, although I am not 100% sure. My machine is getting a mobo replacement so I will be back up and running between tomorrow and Friday, depending on part availability. Let me know whether you guys are willing to wait or prefer a skip. Awesome :D

Updated Roster:

cripp
vranasm
woopdeedoo - UP maybe
nocho - ready??
Sengir
IdiotsOpposite
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I'll comment on the save tomorrow, need some sleep first. AFAICT it looks good, but we should decide on which way we want to tech.
 
Looked at the save. We should be able to settle three cities without going into the red, if we settle offshore, we should be able to manage a fourth/fifth as well. Also, it's about time to decide about city specialization, and getting libs/uni's/OU up, to get some teching done.
Which brings us to the techpath: Are we going to run a specialist economy or a hammer/war economy? If the first, we might do best by teching Demo/Representation asap to give our specialists a boost, otherwise we might be better of teching steel and have a nice little war with the AI (and extort Demo from the AI in the process).
Which brings us to the next question: how do we want to win this game?
 
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