Welcome to the
lounge eotinb. And welcome to CFC.
Special guest slot opened for Butterball if he wants in.
So the roster is full.
@gmharriet,
Go ahead and roll a start using the parameters in post 1. Just remember to use the very first start you roll. Then post the save and the screenshot and we can talk our way through the opening moves.
The first to go plays twenty with the opening save at 4000BC counting as zero, and the last turn complete at 3000BC or when the turn counter in f8 is at 20. The player always completes all moves in that turn and then saves.
Subsequent turns are 10 unless something is going on that the player wants to see through to completion, or the player does not want to start something that might compromise the next player's opening turn for whatever reason.
I am not a big fan of the overly detailed turnlog and prefer a narrative style that tells a story rather than simply notes that Scoutslair built a library and started a rax. I mean really, who cares? What is important are reports of diplomatic meetings with the oppo, what new knowledge was discovered and by whom, what sort of tactics are being employed in any wars and what the battle results were, what new information about resources and luxuries has been uncovered, what is the general state of the empire and what actions were taken to address areas of concern or suboptimal conditions.
In the early going it is important to make detailed notes of worker actions and why, as well as explorer movements and why as well as what the build orders for city improvments or troops are.
@the team
Here are some general guidelines from a master of the game (TedJackson)
General SG Etiquette Guidelines
Please do:
Let the team know if you're going to be unable to play for an extended period - holiday, illness, work, etc.
Post a "Got it" notice or ask for a skip within 24 hours of the save becoming available (I reserve the right to skip a player who hasn't responded after the 24 hour grace period is over).
Play and post within 48 hours of posting a "Got it".
Write up a log of the events occurring during your turn and post it along with your save.
Provide notes for the next player as to the current situation and any immediate plans for the future - are those Caravels heading NE or SW? is that Swordsman fortified to heal or act as a lookout? Our forces are mustering for an attack on...
Feel free to pause and ask for advice, or simply discuss, if a situation arisies in the game and you're unsure of the best course of action.
Please do not:
Automate Workers.
Use City Governors unless the team has discussed and agreed their use.
Leave units on goto orders that will extend beyond your turn.
Make deals on your last turn. However, you should notify the next player if trading opportunities exist.
Make wholesale changes to build orders on the inherited turn without consulting the team.
General Gameplay Notes
Reputation: we will need to protect our reputation very carefully in the early part of the game. Losing the ability to make GPT deals early on would make the game much harder.
Brokering: for those unfamiliar with the term it's just a shorthand for acting as "middleman" in deals - e.g. buying a tech from Civ A then selling it on to Civs B, D & E (hopefully picking up something else of value along the way).
We'll need to be on the lookout for brokering opportunities at every turn so I suggest that we use CRPMapstat or CAII to monitor trade opportunities. This utility offers no information that cannot be gained by slogging through the Diplomatic screens every turn, it just presents the information quickly and simply.
Roads: we will need every gold piece we can lay our hands on in the early game so building roads has an even higher priority than normal. We really don't want our citizens working unroaded tiles.
So with that all said, welcome to TGOM 02 and let's roll.
As soon as gmh posts the starting save I will have some more detailed comments.