NCSG2-Team 2-Lincoln!

Krick19

Prince
Joined
Dec 3, 2005
Messages
419
Welcome to the second installment of the Noble's Club Succession Game Series! We welcome all newcomers, and we currently need two people.

We're gonna use the 24/48 rule, that is, you have to post "got it" within 24 hours of the save, and then you have 48 hours to play.

Some basic rules:
1. Don't get mad if someone does bad. This is all for fun, and remember, we're all in the Noble's club and we can always go back to that.

2. We want good reports before good play. Better to know why we're losing, than wonder why we're winning.

3. Try not to do anything huge (i.e. declaring war) without group discussion.

4. Try not to automate workers or exploring.

5. Thanks to the DMI for forming the basis of our rules. Don't hate us.

6. In the BC's each round is 20 turns, and in the AD's 10. We're not all too strict 'bout this, but we'll eventually want to slow it down; we only have 4-5 people after all.

Variant: NO COTTAGES!

Version: BTS 3.13

Settings:
Civ4ScreenShot0003.jpg


Our emancipating leader:
Civ4ScreenShot0001.jpg


And lastly our start:
Civ4ScreenShot0002.jpg


Roster:
Schwartz
Groogaroo
aol
Pigswill

How 'bout a little competition for finish date?
 

Attachments

Yesssiree on the no cottages. Sorry, just had to see if you said the map was wrong. Will do my best to stay out.
 
Hello team-mates.

Maybe settle on plains hill to SE, losing a turn for a free hammer all game is probably worth it. Maybe workboat, worker. Maybe start by researching AH for cows and locating hosses.
 
Ugghh! Another seafood start! I keep getting seafood starts in all my games these days, although this one looks nice and atleast we start with fishing.

I'm cool with the no cottages rule, bah! who needs em! I havn't run a pure no cottage SE for a while (well since the NC freddie game) should be fun.

1 south looks like a good option, lots of food and lots of production. I'm a bit worried about that bit of dessert to the west, sure hope were not hemmed in by a big patch of dessert like in the last game!

PS - I hope some of you guys are regular monarch players as I'm just about comfortable at prince, this will be my first ever Monarch game!
 
Groogaroo:
Monarch should not be a problem, I know I'm comfortable there, and I'm pretty sure pigswill is a monarch+ player. With the advice we'll be getting from each other, we should have no trouble at monarch, and I'm pretty sure you'll surprise yourself with how comfortable you feel (IMO Prince -> Monarch is an easier jump that Noble -> Prince)

pigswill:
SE is interesting because it'll let us work those clams sooner (We could work city center + 1F 2H grass/hill/forest tile for 4H and a 12 turn workboat.)
Warrior SW seems a no-brainer no matter what.
 
Will be my first monarch game also, should be interesting to say the least!

Either S or SE looks good to me, and workboat, worker seems like a good idea. Would it be worthwhile getting out two workboats before the worker?

Cheers,
Aol
 
Whichever we decide on, S or SE, I'd say either
build:
Workboat -> Worker

and tech:
AH -> Mining -> BW

or the other possibility is to build:
Workboat * 2 -> Worker

and tech:
Mining -> BW -> AH

I think the latter is slightly stronger because if we tech AH first, we'll end up having our worker sitting around after hooking up cows, whereas with choice 2, we can mine a grass hill first then go cows and the other hills after.
 
South is probably better in the long term, more grassland, less ocean.

Also agree mining>BW>AH is a stronger opening. One or two WB depends on how long it takes to build worker vs research time for BW.

I'm fairly comfortable on monarch.
 
4000 BC (0)
As discussed, we moved the warrior SW and settler 1S.
The warrior revealed some desert to the direct west of us, along with a couple of hills.

3975 BC (1):
The American civilization begins with the founding of Washington in the planned location, set the build to a workboat, working 2F1H tile (until border pop) and tech is mining.

3950 BC (2):
Pop a hut to the west

3925 BC (3) - 3850 BC (6):
Just swinging the warrior around to the N to pop a hut, which pops for Hunting :D

3700 BC (12):
Warrior had been swinging NW and popped a hut for archery.

3650 BC (14) [Between Turn]:
Buddhism FIADL.

3525 BC (19):
Workboat finished, start another while growing to size 2, then we should switch to a worker.

[Between Turn]: Warrior whacks a Lion

3500 BC (20):
Our warrior needs to heal, so I just skip turn with him.

Here's our capital, and the map:
NCSGIILincoln0000.jpg

NCSGIILincoln0001.jpg

I tried scaling the pics down a bit, but if you'd all rather have full resolution I can switch them out.

Roster:
schwartz --> Just Played
Groogaroo --> Up Next
aol --> On Deck
pigswill --><--

And the Save:
 

Attachments

Groogaroo:
After growth next turn, swap the workboat to the back of the build queue, and start a worker. Tech AH after bronze.

Team:
I will be linking each turnset in the first reply, above, for easy navigation.
I'm very pleased with the start, 2 techs popped, not two priority techs, but it's a welcome bonus nonetheless.

Lurkers:

We're looking for another player to round off our roster, if anyone is interested, let us know!
 
Ok, Got it!

Argh! Looks like we are lumbered with a lump of desert! Atleast we have a few floodplains. So we havn't met any rivals yet? I hope this isn't an isolated start! Quite possible with the map settings.

Okay, so animal hus next and worker at size 2, no problem, I'll start exploring the south and see if we have any neighbours. I can play in a couple of hours time, I don't think theres much we need to discuss just yet.
 
There didn't seem much to discuss about the next turnset so I went ahead and played, just carrying out the plan we'd already laid out.


Inherited turn

I noticed this just before I was about to start my turn.

NCSG2_groo_101.jpg


So we do have a neighbour, looks like it might be one of the ottomans?


Turn 21, 3475 BC

Okay Washington grows to size 2, swap in the worker (15 turns) bronzeworking will be done in 12. Set the warrior to heal up.


Turn 22, 3450 BC

It is the ottermans to our north, one of his archers pops in to view.

NCSG2_groo_102.jpg


Hmmm, this guy hasn't popped up in many of my games so I don't know alot about him. Not much to do as were waiting fro the warrior to heal.


Turn 27, 3325 BC

A little event for our warrior, which also fully heals him so he's ready to crack on. I gave him woodsman 1 with the xp.

NCSG2_groo_103.jpg



Turn 30, 3250 BC

Hinduism founded in a distant land.


Turn 33, 3175 BC

Bronzeworking in, start on animal husbandry, and where is the copper?

NCSG2_groo_104.jpg


only source on the map sofar is close by to the west of the capital. :D


Turn 34, 3150 BC

Warrior gets attacked by a panther, despite being on a forrested hill he loses considerable health but survives. Ugh! :sad: I set him to heal, again.


Turn 36, 3100 BC

Our healing warrior is attacked by another panther that pops out of nowhere. He dies! :mad: Worker is in this turn, the plan was to put the workboat back into the queue but I'm tempted to go for an archer to replace our warrior. we still have alot of unexplored land so I dial up an archer, I send our worker over to mine the free grassland hill.

That about it for this turnset, Some bad luck with the warrior :( , sorry!Remember to switch to the grassland mine when it finishes. Animal husbandry will be done in 6 turns.

Mehmeds capital is about 10ish tiles to our north and we have copper a few tiles away, I wonder what that might mean? :mischief:

NCSG2_groo_105.jpg


and the lands so far, Not much added since schwartz's post.

NCSG2_groo_106.jpg


The Roster,

schwartz
Groogaroo --> Just played
aol --> Up Now
pigswill --> On Deck
(Open)

and the save,
 

Attachments

Looking good so far. I think a rush is possibly in order. We just need to find the right spot for copper city then get it going :)
Other option is just to aggressively expand towards Mehmed and leave him with a small amount of bad land (Looks like tundra up there, I'm willing to bet his capital is a BEAST).
 
Re: axing Mehmed. I think the main issue is whether we have another neighbour. If its just us and Mehmed then he won't trade and we're probably as well off getting rid of him asap.

It would be good to get our next city founded soon near the copper (chop and whip if necessary).
 
Got it!

Will probably play tomorrow early afternoon. Opened up the save and took a quick look... My initial thoughts are as follows:

Build:
Finish archer, wait for growth to 3? and then switch to a settler.

Worker:
Finish mine, then two turns till AH comes in... go for a chop or just chill for a turn before pasturing the cow.

Tech:
Depending where we place our city, we may need some culture soon, correct? Should we go for mysticism, or is another tech a better choice for culture buildings? Am I on the right track at all here...

Also, if we plan to whip the settler, we'll need to use a turn for revolution, would it be best to do that sooner or only when we need it?

Cheers,
Aol
 
Mysticism for monuments in the cheapest culture provider. We'll also need wheel.
 
:agree:
That copper is in one BAD spot (apart from the fact that it's so close).. I think 2 N 1W is the best location for the city but then the copper is not in the first ring. 1 NE is probably faster in terms of the rush, but not coastal.
 
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