ROTQM10: Raging Over the Quarreling Mountains

we're agreed on settling adn warrior. I moved the scout and only got some measly gold so that's no help for deciding our tech.

it seems we have a few votes for agri, tho i'm wondering since we won't be able to use it at first, if AH first might be better, then agri.

also, w/all the hills, i think we should slot archery in early as well.

barring any huge disagreements in the next few hours, that's probably what i'll do. (tho, as i'll prolly play thru the first two techs, not sure it would matter...)

edit: eh, since agri is a pre-req for ah, i think mysty convinced me of that first.
 
not a whole lot to report as you can imagine.

agr>AH and then i stopped. Our scout started to explore, and found some goody huts.

we got the gold (as i mentioned already), a map, another scout, and archery!! woot!!

later, one of our scouts grabbed a hut which gave him xp (used for guerilla II) and the other scout kilt some barb animals and got guer I.

On the downside, we're locked into the SW corner of the Highlands map (there's no wrap! :( )

also, when AH came in, no horsies:


after our warrior, i went w/another archer but when i saw that we didn't have any neighbors nearby, I swapped it to a worker. A bit of :smoke: i do believe...

oh, and we met Joao and Ragnar. apparently, we're at war with them :D

research is set for BW.

pholkhero >> just played
ozbenno >> UP NOW
LKendter >> on deck
rolo
pigswill
mystyfly
 

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On the downside, we're locked into the SW corner of the Highlands map (there's no wrap! :( )

I consider this a HUGE plus. Eventually we as we push forward we can leave some cities with just one token troop. Units costs KILL in AW. Having cities with almost NO troop upkeep is a major plus. Our trick is to correctly set the choke point cities.

This map really wants ideas for cities to be discussed.
 
doh! didn't even think of the upside to the corner.

i agree on city placement as i feel we don't have GREAT land right near us. i think at least one in the corner, one north of that to grab those cows and sugar, and one more for the fish adn silk.

other than that, i think we need to see what's to our west.

on another note, we have AH already...just no horsies nearby. ( went agri>AH)

and yet another note, with our ele's right there, methinks we'll have another general beast
 
I see cow and river as an excellent cottage city.

It won't be super, but a city with the rice will be quickly behind the lines.

Clam is a nice health bonus, as it will be safe from pillaging. Another advantage of the corner cities - it gives some safe terrain to develop.

The challenge is pre-calendar happiness so far. Need to explore a bit more, but the question is how far is worth it. Don't want to much early attention.

One challenge with these cities is LOTS of chopping. Worker actions will be at a premium.
 
I echo the others that its good news to be in the corner.

Too bad we don't have horses around. We don't have to discuss city placement just yet, we don't even have a worker and are pretty far away from a settler. We can finish the worker then finish the archer as settler escort while growing to 4. Or we can play safe and slot in another archer or three before.

Joao is a long way off and mountain range + lake seal him off a little. Where did you meet rag's scout (or whatever you met), pholk?

We should scout some more to the west of our capital. That scout should move directly south.

Techwise I'd say BW - Wheel - Pottery - Writing seems given. Cottage up all those FPs for buerocracy and have other cities filled with farms and mines. Production is king at war and if we don't need more units we can build wealth.
 
I want cottages in more then just the capitol.

While production is important, economy will KILL you in AW.
 
We can close a good ammount of land with 2 cities ... maybe it should that our primary objective, no ?

I agree 100% - get the choke point cities going, then we can back fill our cities from there.
 
ragnar was to our north, iirc...or, at least his scout was.

i think we should go worker>finish archer>another archer to grow to 4>whip settler. perhaps our first city should go to the cows site for some early cottaging at our cap and there. also, maybe we should limit our exploration a bit, too, to allow us a slightly larger window to develop unmolested.

and remember the raging barbs :D
 
Well actually, given the settings, it might be a good idea to settle the first cities not too far away as we'll capture plenty anyway. By keeping our cities compact they're far easier to defend (easier logistics and less barb spawn in our land.
 
Given the settings Gwall before first settler is also worth considering.
 
Played 18 turns! Enough to have BW in and switch to slavery. The Wheel and settler have been started but no hammers/beakers invested.

Got 3 huts from scouting, got 2 lots of cash and xp.

Scouted west of our city and found horses.



About as far away as copper



Settler will take 15 turns (but can be whipped earlier). Worker is chopping a mine as well which will speed things up.



We can either head for the horses or copper to get an army built or head for the cows/floodplains for a cottage city. I'd prefer horses to get chariots out.

pholkhero
ozbenno >> just played
LKendter >> UP NOW
rolo >> on deck
pigswill
mystyfly
 

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Got it -

Will propose city site before starting to play.
 
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