GN01 - Girl's Night (PTW Monarch Small Random)

Elmarae

Having a blonde moment
Joined
Sep 28, 2004
Messages
353
Location
Australia
There seem to be a noticable lack of PTW SG's. Renata gave me the idea of a Girl's Night game using only the civs with female leaders.

Cleopatra - Egypt (Rel, Ind)
Catherine - Russia (Exp, Sci)
Joan - France (Com, Ind)
Elizabeth - England (Com, Exp)
Isabella - Spain (Com, Rel)

Seeing as it would only be 4 opponents, I considered that small would be the best size. I picked Russia as the our civ.

Game: PTW Monarch
World and Barbarians: Random
Victory Conditions: All
Restart AI: Off

I generated a game and well I've never had a start like this before... I think it looks quite promising. Plenty of Furs for early trading, unless we are on an island and looks like a cow to the south west for a settler factory (Which I've never successfully set up before no matter how many times I try.)

Current Roster:

rrau
Elmarae
Renata
jamee999
jb1964



I would prefer not to do the start, I suck at starts I think :crazyeye:
Would like at minimum 4-6.

Standard rule: 24hr Got it, 48 to play.

Everything is negotiable though... except for the theme :)
 

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Ooh, wow. Holy shields, batman. Yeah, I'm in. :) Thanks for starting this.

That is definitely a cow, based on the bonus blips in the screenshot. And my mind boggles at all those shields, really. If we settle to the west, and chop two of the fur forests, we'll have an ungodly five bonus-grass equivalents just in our first ring. We can do much better than a plain old settler-factory with that; we can build military, too.

A few minutes with a spreadsheet gets me these options:

Size 3/5: warrior plus settler every six turns.
Size 4/6: archer (or spearman) plus settler every six turns.
Size 5/7: warrior, archer (or spearman) plus settler every six turns.

In the mood for taking on who-ever our nearest neighbors are with a stack of archers?

We'd need to build a granary and a barracks before starting the factory, to do this right, and we'd probably need a second worker to do it fast enough, since we're not industrious. If we time the forest chops correctly, both buildings should go up pretty fast. (We start with pottery.) We probably couldn't really research ourselves very well -- too much building support early on and not really a high-commerce start, so maybe just warrior code to begin with, then shut it down?

I don't know -- lots of options here. Any preferences for victory type? :D

Renata
 
Renata said:
Ooh, wow. Holy shields, batman. Yeah, I'm in. :) Thanks for starting this.

Actually it should be "Holy shields, batgirl!" :lol:

Renata said:
In the mood for taking on who-ever our nearest neighbors are with a stack of archers?

Especially if our neighbour has an impressive UU... Spanish - Conquistidors is the only one I can think of at the moment. Don't even know what ours is... :lol:

Renata said:
I don't know -- lots of options here. Any preferences for victory type? :D

Small World, 4 AI's seems to point to Conquest or Domination.
 
Can I join:)?

I'm at Regent level right now but I;ve only won once there:

The UU's BTW:

Cleopatra - Egypt (Rel, Ind) 3-wheeled Chariot
Catherine - Russia (Exp, Sci) Cossack
Joan - France (Com, Ind) Musketeer
Elizabeth - England (Com, Exp) Man-O-War
Isabella - Spain (Com, Rel)- Contiquatsor(sp.)

Sign In. :)
 
Welcome aboard jamee999

So they are all mostly AA UU's... the only one I can think would be a hassle is Egypts or Spain if they are close by kill them before they get to their UU. The rest aren't a big concern I think. Or at least pillage horses, though that is a good tactic anyway to pillage the resources.

France's is in later ages... and by then we should have won or know we are going to win that it's not going to matter too much.

Englands Man'o'War doesn't concern us unless this is an island map.

The one square of water between our settler than the "cow in the fog" is fresh... so that means we can irrigate the cow or the furs if we want to. Not sure if that changes the dynamics too much as opposed to mining those squares.
 
*waves* hi Jamie. :)

Yes, actually the ability to irrigate the cow is huge. Do you know the tile bonuses and how the despotism penalty works? Knowing that sort of thing is vital to making a settler factory work. Ignoring commerce for now, and assuming we do settle one tile southwest on the non-bonus grass, we'll have the following tiles to work with:

One cow on grassland -- unimproved, this gives three food and one shield per turn in despotism. Since two of those food are needed to feed the citizen who works the tile, this amounts to one extra food and one shield per turn. Irrigation would add one more food per turn; mining would give one more shield.

Three fur forests over grassland -- unimproved, these are nothing special. They yield only one food per turn (-1 fpt net) and two shields. The fur gives a bonus shield, but that is lost to the despotism penalty. With the forests cut down and mines built, though, these tiles are powerhouses: +2 food per turn (0 net) and +2 shields per turn.

Three bonus grasslands -- when mined, 0 net food and +2 shields per turn (same as mined fur grasslands).

There's no point in irrigating either of the above two tile types during despotism unless we have to bring irrigation to dry plains or something; the extra food from irrigation is lost to the despotism penalty.

We have one lake tile we can use if we're going to have a shield overrun: it produces 0 net food and no shields, but gives extra commerce compared to the regular bonus grass tiles we'll have.

There's also the city tile itself, which produces +2 net food and +1 shield every turn no matter what.

As for the settler factory, towns of size six or less with granaries need ten "extra" (net) food to grow. A town needs to grow twice to produce a settler without net loss of population. The settler itself takes 30 shields to produce. So to make a settler factory work, you need your city to be able to produce twenty net food and 30 shields over a particular number of turns. It's probably easier to just show the numbers in this case than to describe it in words.

Here's how the six-turn archer/settler factory I described above would work.

Turn 1: Capital at size 4, no food or shields accumulated beyond the 10 reserve food in the granary. Set production to archer. Set citizens to working four mined bonus grasses or mined fur-on-grass tiles. Net food for the turn is +2 (city tile) + 0 + 0 + 0 + 0 (bonus grasses or equivalent) = +2 food. Production is +1+2+2+2+2 = 9 shields.

Turn 2: Switch one citizen to the irrigated cow square. Food increases to +4, shields down to 8.

Turn 3: Same as turn 2. Accumulated food after three turns is +10, and accumulated shields is 25.

Turn 4: Capital grows to size five, having filled its food box, and the archer is produced. Shields and food are back to zero (not counting the granary). The governor will have stuck the new citizen on any forest tiles we have remaining, so we'll need to reset things to once again be working all bonus grasses or equivalent. Set production to settler. Food on this turn is +2 net, production is 11 shields.

Turn 5: Move one citizen to the irrigated cow. Food +4, production 10 shields.

Turn 6: Same as turn 5. Food +4, 10 shields. Total for turns 4 through 6 is +10 food and 31 shields.

Turn seven produces the settler, and we're back to where we started on turn 1. Set to archer, citizens to bonus grasses, lather rinse repeat.

I've left a couple of details out that aren't necessary to the basic picture, but in essense, that's it. Irrigating the cow is essential -- without doing that, the most excess food we could get on any one turn is +3. It'd take four turns to grow at that rate, and therefore eight turns to build a settler without net population loss. This way is obviously faster.

The only thing I'm not 100% certain about is corruption. I don't know how many shields we can get to before we lose one. It may or may not affect the optimum size and production capacity of our settler factory.

Renata
 
Hi :)

I'm no good at maths like that I once got a 5 turs SF set up and it lasted 4 cycles before I had to change it.

PS. My name's Jamee not Jamie :)
 
If you have room for one more, I'd like to join.
 
I don't want to start in my first SG if you lot don't mind. :)
 
Checking in. Hiya rrau.

I can play late tonight if no one else wants to start. If rrau wants to start us off instead that's fine with me, though.

I'll check in again when I get back from class later.

Cheers,
Renata
 
I can start us off if everyone is agreeable.
 
>>>THE SAVE<<<

turn 1 (4000bc)

scout 1 SW, W see cow. Settler SW to grassland - will settle next turn. Worker goes with the settler

turn 2 (3950bc)

settle Moscow => warrior, move worker to cow. scout 1 N,N. Research alphabet at minimum

turn 3 (3900bc)

scout 1 N,N. Worker irrigate cow.

turn 4 (3850bc)

scout 1 NE,NE (sees dye)

turn 5 (3800bc)

scout 1 N,N

ibt meet English scout

turn 6 (3750bc)

England won't trade alphabet
Scout E,E and meet egyptian worker.
Trade Egypt: BW, Pottery, 3g for Masonry.
Trade England: Masonry + 11g for Alphabet.
Trade Egypt Alphabet for CB+13g
Trade England CB for 21g
Start researching writing at minimum

ibt Moscow warrior => granary

turn 7 (3700bc)

Scout N to mountain

turn 8 (3650bc)

scout NE, E (ended in egyptian territory)

ibt. Egypt asks for removal of our troops, I agree

turn 9 (3600bc)

scout E to mountain

turn 10 (3550bc)

scout N,N

turn 11 (3500bc)

scout NE, N

turn 12 (3450bc)

scout E,E

turn 13 (3400bc)

scout N, N

turn 14 (3350bc)

scout NW (forest)

turn 15 (3300bc)

scout w, N

turn 16 (3250bc)

scout N,N (found N end of our island/continent)

turn 17 (3200bc)

start scout S again

turn 18 (3150bc)

:sleep:

turn 19 (3100bc)

:sleep:

ibt Moscow granary => rax

turn 20 (3050bc)

:sleep:

Egypt learned Warrior code this turn and hasn't traded it yet.

Haven't found the English settlement yet, but Egypt is close enough to consider an archer rush and will probably cramp our growth fairly quickly

GN013050bc.jpg
 
Looks good! Who's up next? We need a schedule.

@rrau: Where did the English scout come from. West-ish?

Renata
 
lurker's comment:
Good thing this isn't Deity. The land would be gone by now, or damn close to it. :lol:
rrau is right, Cleo needs to die...like right now.
 
lurker's comment: Matt G, there is a new tag that lets you do the delurk thing.
 
Renata said:
@rrau: Where did the English scout come from. West-ish?

Yes, I was west of the Dyes when I met him and he was west of me.
 
Nice start rrau.

I can do it later today, have to work in a few minutes so if Renata can get it before me then go for it.

rrau - started
Elmarae - got it
Renata - on deck
Jamee999

Question, how tight do we want our city builds. 2 square apart? I was thinking our next settler should go to the hill beside the dyes.

Edit: heh how blonde is that, I forgot tonight was my RDO. So I got it. Then Renata then Jamee999.
 
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