eldar02: Mayan Madness!

eldar

ChiefTank
Joined
Apr 19, 2004
Messages
3,244
Location
Mechanicsburg, PA
C3C 1.22

Civ: Maya (obviously!)
Map Size: Standard
Opponents: 7
Difficulty: Emperor
Everything else: Random, we take the first start I roll
SGLs are ON

Victory: Whatever we like.

Rules/etiquette: Usual stuff; 24 hour 'got it', 48 hour play.

Roster:
eldar
Hawklord
Zakharov
Shevek
nivekclough

Neil. :cool:
 
OK I'm new to C3C, but not Civ. I'd like to have a go. If you can put up with a C3C newbie.
 
Hawklord said:
OK I'm new to C3C, but not Civ. I'd like to have a go. If you can put up with a C3C newbie.

Sure, welcome on board Hawklord. Please make sure you have the latest C3C patch (1.22).

Neil. :cool:
 
I have rolled the start, and it looks like this:

eldar02_T000_4000BC.jpg


First impressions: Ugh! At least the desert to the south works like plains for us (being Agricultural) - as long as we have the fresh water to irrigate them, that is.

>>> THE SAVE <<<

Neil. :cool:
 
Yes I have the 1.22 patch.
Start looks decidedly dodgy.
Though I've never played the Maya so the "Civ: Maya (obviously!)" is news to me. However, that's good as I can find out how changes to civIII work, can't I? :)
 
Okay - a quick guide to the Maya:

Agricultural - perhaps the most powerful trait in the game now:
All cities get 3 food per turn base (except in Despotism, where you only get 3 food per turn if you settle by fresh water).
Half-price Aqueducts (but NOT half-price Granaries, oddly enough).
Irrigating deserts nets +2 food instead of +1 - so an irrigated desert is the same a plains.
Wonders: Pyramids, Hoover Dam(?!).

Industrious:
Same as Vanilla/PtW, except native worker rate is only 150%, not 200%, and slaves work at 'normal' slave rate.

UU:
Javelin Thrower, replaces Archer. 2(1)/2/1, with 'Enslave' ability - defeated enemy units (AI or Barb) may turn into free slave workers! Sounds good, but isn't all that much.

Neil. :cool:
 
I knew there had been changes but the best way to learn them is to play them. This way I'll get the benefit of yours (and others) experience which is good stuff :dance:
This is my first succession game too, so that should be a laugh. :lol:
I guess that means the whole start will be different if tiles behave differently when worked :crazyeye:
 
I'll sign up. :)

The start isn't encouraging, though as you have said it would be worse if not for the agricultural trait. I wouldn't be against moving a few tiles to look for fresh water. The true power of agr can't be realised unless cities are on fresh water.

eldar said:
Half-price Aqueducts (but NOT half-price Granaries, oddly enough).
I would choose an agr civ every game if granaries were half price. Agr would be way too overpowered.
 
I really shouldn't.
Oh, come on. Why not?
No really, I shouldn't. House needs cleaning, cat needs feeding, grocery shopping to be done. That's why.
Come on, 1 more little SG won't hurt.
Alright, what the heck, I'll sign up. :) (if you'll have me).

It looks like a nice challence. I am a typiccal 're-roller' when the starting loc looks too tough. So that start would make an interesting change for me.
 
So that's 3 plus myself, so I think I can make a start. I really don't like the look of settling in place, unless there's fresh water for those deserts to the south. I'll send the Worker SW, because I'll want to chop the forest quite early. Then see what crops up.

Neil. :cool:
 
eldar said:
Then see what crops up.
Hopefully some wheat. :lol:

I still think that you should avoid settling in place if at all possible.

Btw, four englishmen on the team. I suppose that means we will be building harbours ;)
 
Don't need another harbour there is one around the corner that could take loads of triremes :)
 
Zakharov said:
Hopefully some wheat. :lol:

3 Cows, actually, and a whale!

Btw, four englishmen on the team. I suppose that means we will be building harbours ;)

If I'd known beforehand, I'd have made the appropriate changes in the editor :lol:

Neil. :cool:
 
First 20 turns played. We have a city, we have a shot at a 4-turn settler factory, we have a neighbour in just as bad a starting location. We have, in other words, a chance.

Turn Log
0 4000 Worker S reveals more desert, with nothing so much as an oasis. There's a mountain to the SW, but not much else. I decide to move the Settler, it'll be a bit of a trek.
1 3950 The second worker move S reveals a Cow (on plains…). Better news. Maybe if there's fresh water, we may have somewhere to settle down?
2 3900 Jungle, Dyes, and a river. Next to a volcano, which we don't want to settle by. Grassland, though.
3 3850 Finally! Two more cows, on grass, and a whale, there'll be a couple of desert squares in the radius but they can be irrigated… settle next turn.
4 3800 Chichen Itza founded, working the cow, building a Warrior. Research Alphabet @ min.
8 3600 Warrior->Warrior
12 3400 Warrior(MP)->Settler
13 3350 Swamps, jungle, a volcano - what a start!
15 3250 Warrior spies Pink borders - probably Inca.
16 3200 It is the Inca; they're up Alphabet & BW. No trade available.
18 3100 Settler->Granary. Warrior booted by Inca.
20 3000 Settler heading 1SW to the Dyes. It's a terrible spot otherwise, but it's by the river. Worker: road to the new city across the desert, then irrigate back along the road. Irrigate at least one of the other cows, mine some plains, and we'll have a 4-turn settler factory going.

Screenie/Dotmap
eldar02_T020_3000BC.jpg


Settle Yellow, then Red, then Blue.
C3C newbies: we can't settle on swamp, it must be cleared first.

>>> THE SAVE <<<

Neil. :cool:
 
Well done on the wandering. 3 cows is great.
Pity that the rest of the land looks so horrible.
What graphics are you using, Eldar? I assume all the dark green thingies are jungle? Just as well that we are industrious.

Are we going for the philo slingshot? On emperor we might have a chance to get it even after researching CoL and so get republic. Could be worth a try.

PS:
Btw, four englishmen on the team.
Not exactly as I am neither man nor English. But I live in London and yes, habour it is.

Edit: spelling
 
Shevek said:
What graphics are you using, Eldar? I assume all the dark green thingies are jungle? Just as well that we are industrious.

I'm using the Watercolor terrain. It's really quite nice, except it's kinda difficult to tell the difference between Jungle and Forest.

As for the Republic sling... if we can trade for Alphabet soon enough, we might be able to get Philo first, and if we're lucky, trade for CoL. I doubt it.

Neil. :cool:

Roster:
eldar <- just played
Hawklord <- up next
Zakharov <- on deck
Shevek
(empty)
 
Got save.
Do I play 10 or 20 turns. It's normaly 10 after the first one isn't it?
You definately improved the start by moving. Only that's where we have to go next :(

p.s. I supose workers are a definate important must.
 
10 turns from now on, please :)

First build should be Workers, if possible (i.e. Worker completion happens on or before pop growth).

Now, to the Inca. They know Masonry, Pottery (same as us), Alphabet, BW. They'll have self-researched BW, started with Pottery and Alphabet (Exp+Agr - both normally start with Pottery, the Inca get Alpha instead), which means Masonry came from a hut. So there are Barbs about, let's hope they're not too nasty because with the terrain, they could be a real headache.

Neil. :cool:
 
Good thought so. I played 10 anyway.
The world gets no better. See what our scout found.
 
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