Space Cadets01 (Prince/1.09)

Bede

Deity
Joined
Oct 24, 2003
Messages
8,160
Location
Cape Cod
And away we go!!

The objective is Space Exploration.

I am aiming to play a series of games with the various nations/leaders/traits all the way through to a completed Space Race keeping all world variables set to standard but with random opponents. The first game will at Prince and the level will advance as experience is gained.

Slots in the roster have been reserved for a rotating coterie of Civ3 "old hands and idiots" with one open slot in each game.

The first roster:

grahamiam - subject to confirmation
Tubby Rower - subject to confirmation
admiral kutzov - subject to confirmation
-open- for new friends and old
Bede

And for the starting nation

SC01.jpg


And the start location

SC02.jpg


The starting save is attached. The fun starts soon!
 
Could I have a place? Long-time lurker, recent poster, played a few games of Civ4.

I've managed to win once on Prince. Before that, I played a few games on Noble, got ahead of he rest of the pack to the point where the game seemed a certain win.
 
I'm in.... We have to download the patch correct? I d/led it and now my PBEM with Whomp is not working right. My old SP games load fine but my PBEM games aren't.

Let's get rolling.
 
Could I get in? At the moment, I have no problems at noble, easily dominating those lousy AI's :)
 
@Maksim - in for a penny.

@SW - if g-man doesn't claim the spot or TR elects to uninstall the patch it is yours.

@Zavior - you're shortlisted for the next one.

@TR - 1.09 it is. If you want to pass on this one so you can finish your PBEM with the whompster, that's cool. Ley me know.
 
lurker's comment: Watching this one. I'll sign up for another one, when a slot comes free.
 
No I'm not going back. I'm planning on playing IVoTM 1 and am not going to sit on the sidelines. Whomp's apparently installing the patch. We'll just have to re-start our PBEM.

settler in place and scout to the gold hill for first moves. Mining for first tech? start warrior then immediately swtich to worker once growth to pop 2 happens. That has been good to me.

Also I've noticed that if you get too far ahead in techs... The AI don't like trading with you after a certain point. and they don't ever seem to trade with you again. Not sure whether staying behind is a good idea either. Another thing that I've noticed is that fairly early you need to ask the AI what they think of each other. Pick someone who is relatively liked by most others to be a partner with. Turning your back on an AI that has been your friend can cost you the game. but that's for later.

eotinb has created a little mod to place in your custom assets folder that will automatically dump the events into a text file. The link is in my sig. It was intended for SG & GOTM usage. I'm tweaking mine a little to add some color but I might back off on that. If you need help installing it let me know & I'll try to help out.
 
Aww, Tubby, what do I owe you for this plug?

Yes Bede, I know I should be posting my TGOM03 turns instead of reading this thread. :whipped:

Consider this post a request for a spot in a future Space Cadets game (although they seem like they might fill up quickly and I don't mind waiting).
 
I'm going to give g-man a little more time so how about TR kicking it off on Saturday?

The rota:

Tubby Rower - get us started
Maksim - on deck
Bede
AdmK
g-man

As always 24 to post your got it and another 24 to play and post. Skips are automatic, so just pick and play if the next in the roster hasn't posted a got it in 24.

@TR or eotinb - have not had any success with "autolog" . I set the directory to the CustomAssets and it still didn't fly. Any suggestions?
 
Well, can you give me any more detail on any error messages you may have received? And which version are you using?

This line is a bit vague:
Bede said:
I set the directory to the CustomAssets and it still didn't fly.
Do you mean that you edited autolog.py and set the path directory to CustomAssets or that you installed the included Python files to CustomAssets\python (or both)?

I dunno if you read the entire thread in TR's sig link (or mine for that matter, now that I think about it) but many of the most common problems were solved therein.
 
Most excellent! I'll engage in a bit of on-the-spot analysis, then. ;)

So, we are Persians. Creative and Expansive.

I love Creative. In the early game, when you are building your first cities, you want their borders to expand ASAP. There are four main ways to achieve this:

1) Get a religion
2) Build obelisks
3) Build Stonehenge
4) Be creative!

Building obelisks takes a lot of time in size 1 cities. Stonehenge takes out one of the bigger cities (most likely the capital) and hurts early expansion. Religion is a risky business, and depends on luck for spreading (as it's unlikely we'll be building missionaries straight away).

So, being creative is good in my book.

Expansive I'm normally not so sure about - the health bonus is nice but I'd take financial over it any day of the week. However, with some floodplains in our city radius it will come in useful.

The Persian Immortal is a replacement for Chariot. This is nice but, barring an early rush, it may never see combat. And if it won't, do we really want to build these guys? Mind you, one of these serves really nice as rapid response units, able to quickly reinforce where necessary.

We don't start with Mysticism, so an early religion is not an option, unless we try our hardest. Even then, on Prince, this might require us to go for Judaism, which is a bit too much effort for my liking, especially since we already get expanding borders from being creative.

Depending on what our scout finds, I'd be very tempted to go the Mining-Bronze Working routine, produce warriors and settlers. We will want Animal Husbandry for the horses as well, though.

OK, I'm done.
 
lurker's comment: My one game as the Persians, an early Immortal rush worked nicely to take out a (very) close opponent. Once spears become prevalant, they quickly lose their effectiveness :( The bummer of 1.09 though is not seeing Horses off the bat, you do at least get the pre-req techs for AH; still need Wheel to build Immortals, though.
 
I can start it during my daughter's nap today. Is it still 20 turns to start on the [civ4] SG's?

A couple of questions:
Tech order of research: we've said that we're looking for Mining and need HBR to see horses.... so what order? I'm thinking that we just need to have mining ready when the worker (start it's build at pop 2) is finished with the farm on the wheat. so wecould research Animal husbandry 1st then we can look at HBR vs. mining. maybe start some research on HBR then switch to Masonry timed to get it just before the worker needs to know how to drill into the ground.

AA wonders: unless stone or marble is around I don't think that any are worth the risk. In a Pangea Prince game I was playing yesterday, I got the Parthenon, Stonehenge, and the Oracle but had both marble and stone. Otherwise I wouldn't have attempted any of them. I still had the greatest amount of land. Done correctly, the Wonders won't hamper growth.

Build order: this is my thinking, warrior(until pop2), worker, finish warrior, somthing else, settler (should be @ pop 3 or 4 by then).... The something else is really determined by what happens in the game. any other suggestions
 
Sounds like a plan Maksim and TR.
 
no worries, bede.
ill wait for gman to come in.
i might be over extending myself again, and RL has not been [civ4] friendly this past month, so regretably i have to retract my application.
i will be watching and making stupid remarks when possible.
and hopefully ill be able to get a spot on one of the next ones.
 
<<>>><SAVE><<<>>

bad news, our scout (Venerable Bede) died to lions
good news, we seem to have most of our island already mapped due to a couple of GHs.

SCape01_3200BC.JPG


Spoiler turnlog :
Turn 0 (4000 BC)
Persepolis founded
Jupiter 5 begins: Warrior
Research begun: Animal Husbandry

Turn 1 (3960 BC)

Turn 2 (3920 BC)
Tribal village results: a little gold (39)
Jupiter 5's borders expand
Tribal village results: map

Turn 7 (3720 BC)
Tribal village results: map
Jupiter 5 grows: 2

Turn 8 (3680 BC)
Jupiter 5 begins: Worker
Buddhism founded in a distant land

Turn 9 (3640 BC)

Turn 10 (3600 BC)
Tech learned: Animal Husbandry
Scout loses to: Barbarian Lion (1.58/2) :(

Turn 11 (3560 BC)
Research begun: The Wheel
Research begun: The Wheel

Turn 17 (3320 BC)
Tech learned: The Wheel

Turn 18 (3280 BC)
Research begun: Mining

Turn 19 (3240 BC)
Jupiter 5 finishes: Worker
Worker starts a farm on the wheat

Turn 20 (3200 BC)
 
I'd say that after our capital grows to 3 we need to get a settler out of there.

The first place for the warrior to go is the GH up by the wines. NE and NW are the only two non-confirmed coasts. all of the other coasts have been spotted. The horses showed up at animal husbandry. The wheel gave us Immortals but it looks like we might be able to use them :(. After mining we need to get fishing and then go for galleys to settle over the straight before someone else gets to it.

Can someone generate a dotmap? My city locations are always off it seems.
 
Gotta love those maps in this game. I wasn't expecting a large island, though it looks like a nice mix of resources to exploit.

My choice for research would take us on the path to the "Worker" techs but given the mix of resources and coastlines Sailing may be a wiser choice

The rota:

Maksim - the man with plan is up but first kill the lion!
Bede - on deck
AdmK
g-man
Tubby Rower - got us started
 
Got it. Will play Sunday (UK evening time).

The town locations? Hmm, I'm quite partial to sending one settler to the east coast, getting horses, cows and crabs (4E and 1S of capital). Nice location food-wise, horses will give some production bonuses. Overlapping two non-bonus tiles with the capital.

West coast? 1N and 2W of the gold will get us a floodplain bonanza. Drop some cottages by the river, grow large and profit. Sure, it's not on the coast but it's only one water tile in its radius.

South-east region? Either 1W of the wheat or 1NE. The former allows for fish and wheat, and the plains will serve to provide some shields. The latter exchanges the sheep for the fish.

South-west region? Well, it's either one kick-ass city 1N and 2W of the cow, getting all four bonus resources in that region (but that way we don't have a port on the west coast!) or two cities - one 2W of the wheat, and one close to cow.

Am I rambling yet? Good.

North we still need to explore. we may get a port town somewhere in the jungle up there but so far it's not looking terribly promising.
 
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