Try2 - Return of the Newbies!

Trynthlas

King
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SG Try2 - Return of the Newbies!

Series guidelines/rules:
Spoiler :
  • We will use the 24/48 rule: When your turn is up, you have 24 hours from the time the save is posted to claim it with a 'got it' - you then have 48 hours from that post to play your round and post your report. If you can't make this deadline, please request a skip within the first 24 hours.
  • Round lengths will be based on game speed, and will be posted with the starting info for the game (in general will do a 15/10 turn round for normal speed games: 15 turns in peace, 10 turns during war or if it is declared)
  • Reports should be detailed! Take lots of screenshots and post lots of turn-by-turn commentary. Auto-log (if you use it) is not acceptable as a report.
  • Major game decisions (war/peace declarations, religion swaps, city placement, etc) should be arrived at via group consensus.
    1. If the group disagrees with you on a decision, either change their minds or do what the group wants. Going against the group on something like this gets you booted from the roster.
    2. Similarly, overruling techs or city builds is rude and should be done via consensus, barring an emergency.
    4. In extraordinary situations, sometimes an opportunity presents itself that the group didn't foresee. In these cases, it is considered best to stop your round and present the situation to the group before continuing.
  • Major wars shouldn't be declared without a team consensus. Clear phony wars to gain diplomatic favor are ok. Example of this is when you declare war on an AI on another continent or a last place civ. A war of opportunity to grab one or two cities from an AI getting trashed is OK.
  • No worker automation. Don't be lazy.
  • Don't use the city managers to choose what tiles are worked or what gets built. Micro-management is good! (note: this can be loosened a little for tiles only if the empire grows very large and we do not want/need to MM every city)
  • Try to use great people quickly, unless we have a specific reason for keeping them around.
  • Round summaries should be new replies, to set off the thread notification.
  • Please save at an end-of-turn so that the next person can start by just pressing enter (obvious exception if you stopped your round early for something important)
  • No World-Builder!!!!
  • BUG Mod is not allowed

-------------------------------------------

Game Setup:
Spoiler :
setup.jpg


We have us, plus 7 other civs (one more than the standard amount for the map size)


The noobs meet themselves for the second time!
Spoiler :
leader.jpg


Traits are Spiritual and Organized. Fast temples, no anarchy, civic upkeep costs half, and fast Lighthouse and Courthouse. We also have a killer UU, the fast worker.


The starting location:
Spoiler :
startpos.jpg




Roster:
----------
Trynthlas
Mitchifer
Carneios
ddrekins
Shadzy19

Honorary Noob: Darth Meanie :king:

Rounds will occur in this setup:
Round 1 - 40 turns
Round 2 - 30 turns
Round 3 - 20 turns
All rounds after 3 - 15 turns
* obvious exceptions are as noted in the guidelines.
 
The start itself doesn't look too bad. Sheep and Crabs for food and Furs for early happy. Top it off with having almost all workable flatland having fresh water access and it's looking good for growth.

The triple mountains to the north are very ominous though, especially since it seems there's water on either side.

EDIT: Actually, I think I'll lurk this one. Too much Civ at once will get me into trouble.
 
This'll be my first SG, if you'll have me. (I'm also signed up for the "Zerg" one.) I'm at *about* Prince level. One quick question though, where can I get the "no BUG" mod? I have the Bhruic (err however you spell that) patch already.

That said, I like the starting position. It isn't often I start with fur so nearby. That is good commerce, but more importantly, the happiness from it gives whipping possibilities faster than things that require plantations.

Can I join?
 
No BUG mod means you can't have the BUG (Bts Un-altered Gameplay) mod.

I prefer gold/silver/gems to fur, but eh, take what you get! Carneios and ddrekins - that's two. 3 slots still open.
 
Huzzah! The general returns! :king:


Note for players signed up so far: This game will likely start this weekend, or the beginning of next week sometime. I won't play the first round until we have a full roster and a bit of discussion on the opening moves.
 
This looks like quite an intriguing start - those mountains completely block off whatever land lies to the north and it looks like you are close to the South Pole although I may be wrong on that one. At least you should pop one one of copper, iron, horses 2N of where the settler is now, and that floodplains to the right looks juicy.

I will be interested to see how you deal with these challenges, so I will be lurking this one.
 
lurker's comment: settling 1 east would give you some river tiles and cows and trade some water tiles for forest
 
lurker's comment: settling 1 east would give you some river tiles and cows and trade some water tiles for forest
Hehe, yes it does, which is actually where I had planned to suggest settling, just hadn't gotten around to that discussion yet ;) :lol:
 
Well thanks to that lake, wouldn't where we are now, or 1E, both have fresh water? I think 1E is probably the way to go ;)
 
2E pulls in the hill for hammers. move the scout 2E to the hill before you decide...

EDIT: Shadzy is right. thought that was a scout, not a warrior. :blush: move the warrior SE.
 
Id like to sign up , Im a emperor player though (win about 50%) but I havent played a SG since vanilla .
Never played hemispheres before and dont have much experience with islands maps (usually pangea/continents) so this would be a nice practice game to see how to play these kind of maps .

On the starting position , its pretty crappy imo , both the cows and sheeps are 2 techs away and clams isnt really my favorite food resource to start with , furs on a plains hill + forest is about the best u can get for furs though but gems/gold/ivory are far better.

We also lack a 3f tile to quickly get to size 2 so we can build our first workboat if we decided to go fishing first .

Before we move I would like to move the warrior SE to see what the tile 3E from out current position is.
Moving 1E loses a forest and our only hill without a special resource to gain a cow .
If it ends up that we have no food resource in the sea near those hills NW then those tiles are going to be wasted.
 
Hi Everyone!
I'm afraid I will be hard-pressed to join this one, studying for ACADEC and all, but I had a lot of fun in the last one. Put me on the roster as an always skipped though, so I can at least feel like I'm playing. :p
 
lol Darth, we'll put you on the roster as an honorary noob ;) :lol:

To everyone else - we have 5, so I plan to go ahead and start the game this weekend, given my limited time I'm probably going to just play 1-2 turns and post a save for more discussion and leave the next few turns up to you guys until I can get free time again. Work and too much other stuff is just eating up all my Civ time :(
 
I'll have to pass until Monday. So. . . put me at the back of the list?
 
Ok, first some bad news. I put "Lock Modified Assets" on, and since I've been playing the GOTMs lately, I didn't have Bhuric's dll active (the HOF mod incorporates it). This means that we will have to play the game without Bhuric's patch fixes...or, we can start with a new map with similar settings, just won't have the same start. I'll leave that up to a team vote - mine would be to restart, since we haven't taken any turns yet.

The good news is this:

Spoiler :
startpos2.jpg


I think settling 1E is the correct choice, if we decide to continue with this start.
 
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