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Old Jan 31, 2011, 12:59 PM   #1
i_imperator
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Bismark/Terra/Emperor/Normal

I thought i'd try something a little different and try a terra map, so i thought i'd start up a game and share it with the fourm. I haven't played terra for awhile and i've never tried bismark either, so put the two together and you have this thread!. Here's the start and the settings, feel free to shadow if you want.


Pretty decent start, Corn and pigs with plenty of floodplains. Might be a problem for health but i think our cap will be a good commerce site. Too bad there's no wonder resources in site. The only question's now is where do i move the scout? And should i SIP?
Settings, i added an extra AI for more balance there's generally alot of land on terra.

And heres the save:
Attached Files
File Type: civbeyondswordsave Stephen BC-4000TerraBizzy.CivBeyondSwordSave (123.9 KB, 41 views)
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Old Jan 31, 2011, 01:02 PM   #2
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How is this going to be a problem for health?

-Expansive leader
-On a river
-Wheat (granary)
-Pigs
-9 forests (maybe a little more or less)

I would settle in place, as I don't mind settling on floodplains. There may be some others that advocate 1W or even 2W on the plains hill so that your floodplains are conserved. Moving the scout west as well could tell you what you will gain if you move.
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Old Jan 31, 2011, 01:07 PM   #3
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Quote:
Originally Posted by DMOC View Post
How is this going to be a problem for health?

-Expansive leader
-On a river
-Wheat (granary)
-Pigs
-9 forests (maybe a little more or less)

I would settle in place, as I don't mind settling on floodplains. There may be some others that advocate 1W or even 2W on the plains hill so that your floodplains are conserved. Moving the scout west as well could tell you what you will gain if you move.
Yeah i forgot that bizzy was exp!! My bad, i guess its too late to edit that now eh?
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Old Jan 31, 2011, 02:06 PM   #4
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Wow - that's a nice start. I like moving the scout on the plains hill SW of the wheat. That'll tell you whether to move 1W or 2W. SIP is still definitely in play, but if there's anything decent over there, I'd consider 1W or 2W as well.
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Old Jan 31, 2011, 04:17 PM   #5
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Originally Posted by michmbk View Post
Wow - that's a nice start. I like moving the scout on the plains hill SW of the wheat. That'll tell you whether to move 1W or 2W. SIP is still definitely in play, but if there's anything decent over there, I'd consider 1W or 2W as well.
Thanks for the tips, i'll be moving the scout there so, if there are no other important resources showing up after i move the scout, ill SIP.

As for the starting tech; Agri-Ah looks obvious here... What do ye think?
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Old Jan 31, 2011, 05:04 PM   #6
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Definitely AG-AH, then maybe BW if you need military resource. If you find horses nearby, I might go wheel/pottery to start getting those cottages up & running.
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Old Jan 31, 2011, 05:29 PM   #7
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Main issue with Terra is all the Ai are much closer. I would be looking for copper or horse asap.

You may want to beeline pottery. Seems a waste to irrigate when you can cottage.

Oh do move the scout west before you settle. 1w/1sw?
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Old Jan 31, 2011, 05:58 PM   #8
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Nice start for Terra. I usually get crappy starts and land any time I play the map. I might give this one a shot.
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Old Jan 31, 2011, 08:43 PM   #9
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I'd want to be sure that there were some hills to pick up if I moved west (to replace the 2 grass hills that you'll lose). Playing and IND leader with only a plains hill and 2 city tile seems like a waste otherwise.
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Old Jan 31, 2011, 11:11 PM   #10
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Scout 1W 1SW - if nothing shows, settle in place. If something is to be found, settle 1W or 2W depending on what you find. No use going east because you can see the coast there and you'd just lose the goodies.
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Old Feb 01, 2011, 04:54 AM   #11
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Thats a good start. I will have a try after work. Gonna scout the hills on east side. IF something shows up i can move 1E and still get food resources. If nothing shows, ill SIP.

Last edited by backthief; Feb 01, 2011 at 04:58 AM.
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Old Feb 01, 2011, 01:13 PM   #12
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I played the first 37 turns:
Spoiler:
The land we have is unsually good for terra. I moved the scout on the plains hill as suggested. He did'nt revel anything so i SIPed.


My builds were: Worker-warrior-warrior-warrior-Settler
My tech went- AH-AG-Wheel-Pot. As the scout explored i though i was isolated but then i met churchil, not an esay guy to rush being chr/pro, but he's generally easy to get along with.

So far these are the lands: There's alot of jungle so i think IW will be a priority. Im also thinking about the Greatlighthouse/Colossus combo in one of the coast sites i've dotmapped.
There is a lot of ocean and bizzy is ind so it is possible, but should we try and rush churchill (we have horses) or block him off with setter spam?And what should i tech next?



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Old Feb 01, 2011, 02:01 PM   #13
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Industrious plus lots of hills? Wonderspam!
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Old Feb 01, 2011, 04:34 PM   #14
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okay you have placed 3'c on map. The one on the right is less than 2 tiles from the capital.

The fish/cows/wheat city looks good but you can backfill this any time really.

What about a cows/pigs gold city SW of your capital. The capital will never use all that food anyway and you have plenty of forest to chop. The second city can grow on the pigs/cows once you settle it. once size 3-4 it can work the gold.
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Old Feb 01, 2011, 04:58 PM   #15
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Quote:
Originally Posted by Gumbolt View Post
okay you have placed 3'c on map. The one on the right is less than 2 tiles from the capital.

The fish/cows/wheat city looks good but you can backfill this any time really.

What about a cows/pigs gold city SW of your capital. The capital will never use all that food anyway and you have plenty of forest to chop. The second city can grow on the pigs/cows once you settle it. once size 3-4 it can work the gold.
Forget the C site on the right then, i guess you're right about the fish/cows/wheat site, i can settle it later. Good points on the Cows/pigs site SW of the cap, i'll settle there first so. REXing it is.
Spoiler:
Any suggestions for blocking churchill?
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Old Feb 01, 2011, 05:53 PM   #16
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Blocking Churchill will just add expensive, jungle cities to your empire. Just let him settle those, and you settle the north. If you want to go south, the sugar and cows site is the furthest I'd go.
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Old Feb 01, 2011, 06:48 PM   #17
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I would probably have moved the scout to the plains hill and then settled on it, would have been a very fun capital and science city (or 2) to the east. Bit conservative now, will be the usual Bur. monster capital.covering it all
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Old Feb 02, 2011, 04:37 AM   #18
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Quote:
Originally Posted by DMOC View Post
Blocking Churchill will just add expensive, jungle cities to your empire. Just let him settle those, and you settle the north. If you want to go south, the sugar and cows site is the furthest I'd go.
Im still not too sure about that, the little piece of land to my north looks like a peninsula, and if i get IW and monarchy fast enough i could REX some really good cottage cities. Although that would mean leaving wonders untill Asethitics/math/.
I dunno, mabey your right. I could Wonderspam if i only expand to 6-7 cities.

Quote:
Originally Posted by Mylene View Post
I would probably have moved the scout to the plains hill and then settled on it, would have been a very fun capital and science city (or 2) to the east. Bit conservative now, will be the usual Bur. monster capital.covering it all
Good points, but i think SIP is good enough. Moving the settler on the plains hill would probally make the cities BFC loose out on valuable commerce tiles. It is a hammer boost but not a long term boost.

Dose anybody have any advice on what tech i could go for next? And what wonders i could try for?
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Old Feb 02, 2011, 04:44 AM   #19
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interesting no ones mentions that horses to the south east. I would place city 1NW of horses, gets grass cow, horses and shares flood plain with capital (only 1 though) and 1 grass river for cottage too, but can help a little bit.

and is the direction to AI's and strategic for some early defense.

I like that gold spot as city 3 too, you should make it inland though and take the pigs for growing, that PC will be strong as support food.

techs:
after myst
if you don't have BW is obvious, then probably writing to get some scientist running for early academy with the flood cottage land.

Last edited by vranasm; Feb 02, 2011 at 04:47 AM.
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Old Feb 02, 2011, 04:55 AM   #20
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interesting no ones mentions that horses to the south east. I would place city 1NW of horses, gets grass cow, horses and shares flood plain with capital (only 1 though) and 1 grass river for cottage too, but can help a little bit.

and is the direction to AI's and strategic for some early defense.

I like that gold spot as city 3 too, you should make it inland though and take the pigs for growing, that PC will be strong as support food.

techs:
after myst
if you don't have BW is obvious, then probably writing to get some scientist running for early academy with the flood cottage land.
I actually put a c 1NW of the horses offline, but i did'nt upload/save any pics of it as i though i was asking enough questions for the moment. 1NW or the horses will definatly be a good production city, mabey even a good hero epic city.Those plains will make eccelent workshops later.
Your right about BW, but i'm tempted to go masnory-sailing first and then BW-writing, i've decided that i do want to make use of the industrious trait.
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