RBW4 - It's a scary world out there

Sounds like a plan - locate the copper and go from there.
 
hmm... I am not running this game, but it is more then 48 hours seens got it.

It is my strick believe that SG are most interesting when they do not last more then 2 mounth, preferably one. Otherwize half people loose interest, people situation change, people forget what it was about.

This is way to early in game to have no movement for that long.
 
hmm... I am not running this game, but it is more then 48 hours seens got it.

It is my strick believe that SG are most interesting when they do not last more then 2 mounth, preferably one. Otherwize half people loose interest, people situation change, people forget what it was about.

This is way to early in game to have no movement for that long.

I agree.

Roster:
  • Methos
  • Kodii
  • Bede - Just Played
  • 3Amoor - Skipped
  • Sunrise089 - Up!
  • Mutineer - On Deck

Take it Sunrise.
 
Ok, "got it". My internet is REALLY sucking, so it may take me a few tries to get the upload to work out, but expect the screenshot one turn in to be up in just a sec.

EDIT: Alright, I played a turn (this is my shortest turnset report ever:)). There is copper....but not anywhere nearby. It isn't a good sign when I have to zoom out to the next-to-farthest level to even see the copper. Might have been better to be on a fractal map with no copper at all - then at least the AIs wouldn't have it. Anyways, I assume we want to grab Muti's "safe" spot. I have the settler+warrior moving that way. I have also set research to AH and will revolt to slavery next turn.

I'll wait until I see some answers OR a decent amount of time has gone by, either way expect a report up tomorrow.

[/IMG]
 
Well, no cooper near by, so my safe spot stand as my recomendation.
I do not think we can put settler on distance 3 to Holly city capital when obelisk is our only avalible source of culture.

I would recoment to build one more scout and one more warrior befor starting second settler.
I see a few variants of dot map in our blocked north, but they depends on scouting sea resources.

One more warrior is just in case and so we have warrior ready to escort settler. We can use this time to grow a size up.

Reseach wize I would suggest Animal husbentry, as when one pressure 3 capital, warmonder AI capital, one should expect early declaration. We need something better then warriors.

Time when settler runnning is the best time for revolt to slavery.
 
***OK - this post should be somewhat pic dependent. Unfortunately my normally bad internet connection has been extra terrible this weekend. I have tried for 30 minutes to upload a pic to this thread, over and over again. I give up. The AI settler I mention is 1 tile east of Muti's "safe spot" on the dye tile. Sorry if that description isn't as good as a pic.***

Turn 1: Already played this - we saw we have no copper. I selected AH for the next tech.

Turn 2: Revolt to slavery.

Turn 5: Warrior finishes in the capital. I start another scout. Our worker in the capital has absolutely nothing to do. We don't have the wheel, and everything else requires a chop I don't want to waste.

&#^$! - Our escorted settler runs right into an AI escorted settler.

Turn 6: Ok. Monty moves his settler onto the same tiles as our settler. This brings up an important question, so I'm going to end things here. Basically do we risk Monty settling where he sits now and loose the spot completely, or do we settle in place at the sub-par location. If I were playing SP right now, I would still go for the "safe" spot to settle. But seeing how this team has some good players, I want to turn it over to your collective advice. The settler is active, so we can settle immediately if you end up thinking it's the better idea.

The Roster:
Methos - on deck
Kodii
Bede
3Amoor
Sunrise089 - just played
Mutineer - up!

The Save:
http://forums.civfanatics.com/uploads/91988/RBW4_BC-2240.CivWarlordsSave
 
lurker´s comment:

I´ll put this under spoiler tags because I saw the save and my comment is related to the position of blue circles. (I did not touch anything and have no information other than what can be seen in the save, but I know some people disable blue circles, so...)

Spoiler :
Monty can get to both blue circles and settle next turn. I´ve observed that the AI allmost allways settles at a blue circle, so I would say there is a high chance he will settle next turn if you dont do so.

On the other hand, maybe its not such a bad idea to let it happen and settle your city a little further west, before all that land gets blocked.

I also would get the scout back, there´s too much unknown land closer to home than where he is right now.

Just my opinion, not advice, notice I am not too experienced. Hope this is not seen as an intrusion.
 
Well, here is a picture.
He will settle next turn, he migth see something we do not.

I am thinking we should settle on desert tie.
Risky spot is way to risky in my opinion and desert tie will let as have flipper cities in future.

I will play after work, so 10 hours for comments.

 
i like the thinking on the flipper cities, they'll be super important. and you may have already noticed this but i didn't until just now. we're even more blocked in than i realized.

your northern flipper tile isn't owned by carthage yet. so that city has only 9 tiles, and hasn't had a culture pop yet. it has to be on the tile directly north of that peak.

if my math is right, every tile i've marked with an "x" is illegal already (and so are the two flippers), because of the carthage city and Tiwanaku. and if monty settles where you guys are standing (or one square south) next turn, you'd have only one legal tile left, the one i marked, south of the cows. if he settles on the desert before you guys settle somewhere, you have no options over there at all. if he settles anywhere he can reach next turn, you can't even settle on "very risky", and northern flipper is already illegal.

i think we want to be on the desert, so that we can settle those flipper cities when they do become legal after the carthage city goes away. we could settle on the grass one south of where we are, instead of the desert, to keep that one legal spot open (and move western flipper 1W) if we thought we could beat the AI there with another settler, but i doubt we could. i definitely think we have to settle this turn.

 
I assumed that orange borders is capital. If it is it allready has first border pop and to row sites are ligal.
 
oh maybe? i thought if it went 3 one way it went 5 the next row. i hope i'm wrong! i forget how long we've known it's there.

edit: oh right, the borders don't update until you see it again. dangit i wanna know! he's first in population on F8 which isn't a very good sign *giggle*.
 
Unforchinatly we can not know it for sure, because scout did not explore around it. So, we do not know is it Length 3 border or Length 5 border.

Scout should have explored that first, befor going into deep exploration.
 
But yes, by the look of that sites I market as flipper actially not valid. There seems to not any corner on right, so it is a new city, not capital.

But we can not settle any alternatives, because they will be under holly capitals pressure. We can settle on river strigth down, but that would be horrible city site.

I think we still have no choise but to settle on desert.
For first cities we need to think about economy. WE would just have to hope that we can entice AI to solve the problem for as by military means.
 
oh i'd definitely go on the desert! i was just posting my thinking as all the more reason that we can't wait even one turn before settling, with monty's settler out there.
 
Well, for a good news rundom god smiles on as a bit.

But from start.
Turn 0, settler on desert, traping mounty settler. I am actially scared how many units we trapped and amount of archers Mounty has on our border.
Build set on obelisk-warrior.
BTW, why our worker sleep in capital insted of farming/mining second city? Run him to second city.
Press enter and our scout die to barbarian warrior.

There will be no flipper cites on this front, we will have to get some military solution there or move from other side.

Research went Animal husbetry (No any hourses around)-well...
We need to connect our cities for more commerce.

And here RD give as a sign!



I am not kidding :)

IN a mean time scout explore, did not find any other sea food and die to an other barbarian warrior.



Settler due soon and there is my opinion on next city.


Our capital produce scout-warrior (you can see him sitting at border)-settler
Die in couple turns.

I marked sugested place for next city.
Gems, fish and ivory in fat cross.

Next one better go north, subject to any more sea resources our second scout fall to find.

Note Toky thurd city? we really block him. He probably the best candidate for vassaling, so if he ever declare war never make peace with him untill he is a vassal!

save:
http://forums.civfanatics.com/uploads/84898/RBW4_BC-1800.CivWarlordsSave
 
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