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#361 | |||
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Deity
Join Date: Dec 2006
Location: Auckland, New Zealand
Posts: 2,461
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Quote:
The second build is debatable. My opinion is that workboats and then later on workers are what our empire needs for expansion. However I will concede that an early chariot would be excellent for exploring the world. Building a barracks for a single chariot though I think is overkill, hence: Monument (whipped ASAP) -> Chariot -> WBs to size 4ish -> Workers. A granary is also a good build in any city, perhaps insert after the chariot (outside this turnset). Quote:
Quote:
![]() I'd like to add however, that not all our cities need garrisons, so these units can go off into the northern wilderness to fogbust. The cities I have in mind are Munchkinland and Yellow Brick Road that can happily reach size 6 without any garrison. |
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#362 |
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Gypsy King
Join Date: Mar 2006
Location: Brazil
Posts: 2,067
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I agree with all of the above post!
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#363 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,888
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I still like barracks for the reasons I stated before. I think we can chop settlers and workers out of cities we have now and the new "core" cities to be planted.
I also think Emerald City should be max hammers with the 2 foods. Give the Silk back to Munchkin for better tile use. About my fogbusting map...I actually think it should be improved. I think the archer(by Emerald City) needs to head to the hub, and a warrior needs to bust the 2nd settler site. The stuff in the north should be able to be managed by 2 warriors and the archer up there(building in YBR) should head to the hub also. This will give us max firepower in the only location where barbs can come from. We need 1 more warrior NE of Munchkin on the hill to fully bust all of the north.
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
Last edited by Ronnie1; Oct 09, 2012 at 03:45 PM. |
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#364 |
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Deity
Join Date: Feb 2006
Posts: 2,522
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Nice job with the fogbust map Ronnie1. I agree with the positions.
The copper city has 3 resources in its second ring which is why I would prefer a monument first so we can get them in use quicker. With its hammer potential it won't take long to put out a barracks and couple of chariots. Still need to settle the city and hook the horses up though. @JH remember to use binary research when needed and save the game manually at the end of every turn and good luck with your turns. |
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#365 |
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King
Join Date: Dec 2005
Location: Fredericia, Denmark
Posts: 709
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I'm still saying no to immediate open borders, I will have no problems with them when we know where the southern witches are.
I'm saying monument first in copper city. After that I think we should build workboats, workers or settlers. I won't mind a chariot at some point. But I don't think we need to put the hammers into a barracks atm. Right now expansion is our priority. GL. with the turnset JH :-) |
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#366 |
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Bedrock of Knowledge
Join Date: Nov 2005
Location: Washington DC
Posts: 10,384
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PPP Thoughts (Updated)
I will be playing in approximately 5 or 6 hours. I have cleared an hour or so for this short turnset. I've taken your thoughts into consideration, and everyone will disagree with parts but I think this is the best/safest Route. First rule is to not screw up. My priority will be to fogbust and get out Settlers asap to settle land. I will remember to use binary research when needed and save the game manually at the end of every turn Settlers should come out from Munchkinland. 1 Settler, six turns settles library YellowBrickRoad builds workboats (3) When mines done, send worker to YBR to build stone quarry then gold mine Fogbusting per: http://forums.civfanatics.com/showpo...&postcount=363 Cities which do not need a garrison will send garrison to fogbust Munchkinland 2 workers should build/finish Mines here Should produce Settlers Forest Chop next Settler out to found Library City Emerald City Produce Lighthouse Produce GLH Founding of Library city enables Forest Chop. 1 worker should pre-chop said forest. YellowBrickRoad Builds Workboats. 2 Workers which build mines at Munchkinland move to build stone quarry / gold mine Copper Horses City (DOT MAP CITY 1) Send current settler there 1 worker chops forest for monument 1 worker pastures sheep/horse Build Monument with timed worker chop. Then build chariot Then WB's till size 4 Library City (DOT MAP CITY 2) Build settler with 2 forest chops in Munchkinland Send to Library City Tech will be Pottery to Writing
__________________
Now a Senior Economist for the US Gov't The Last Misfit - SGOTM Get Rich Slowly - Top Blog (Time Magazine 2011) We should all be so lucky as to have a get-up-and-go mentality like Jericho --amadeus |
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#367 |
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Emperor
Join Date: Nov 2005
Location: 1 SW of Atlanta. GA USA
Posts: 1,640
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#368 |
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Bedrock of Knowledge
Join Date: Nov 2005
Location: Washington DC
Posts: 10,384
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Hey Team.
I have completed my turnset, for the most part, everything went according to plan. But, I didn't know how much to whip/whip (I am not a whipper), so where I was seemed a good place to stop Save is uploaded. I made 1 minor error with our settler movement, but i dont think we lost a turn! Here are my Post Turn-Set thoughts We are 2 turns from Writing (I've been using Binary Research). Probably more like 4 turns using Binary Research. We are 6 turns from the GLH itself. Library city Settler built with 2 chops, building a monument there with chop, then should be ready for library. Copper Horses city built with a monument, worker ready to pasture horses. Emerald City building workboats. Built a quarry there. Fogbusting accomplished AI founded some cities, adopted OR OB with South Witches. Turn 64, 1440 BC: You have trained a Archer in YellowBrickRoad. Work has now begun on a Work Boat. Turn 67, 1320 BC: You have discovered Pottery! Turn 68, 1280 BC: Good Witch of the North converts to Judaism! Turn 69, 1240 BC: Washington has been founded. Turn 70, 1200 BC: The borders of YellowBrickRoad have expanded! Turn 70, 1200 BC: Good Witch of the North adopts Organized Religion! Turn 72, 1120 BC: MunchkinLand can hurry Settler for 1⇴ with 33ℤ overflow and +1⇤ for 14 turns. Turn 72, 1120 BC: New York has been founded. Turn 72, 1120 BC: You have trained a Settler in MunchkinLand. Work has now begun on a Settler. Turn 73, 1080 BC: Clearing a Forest has created 20 ℤ for Washington. Turn 73, 1080 BC: Clearing a Forest has created 20 ℤ for New York. TO DO (FOR Chariot): Decide where Settler 3 goes MINE GOLD at YBR finish GLH Get horses Build a chariot http://imageshack.us/photo/my-images/836/pic1uu.jpg/
__________________
Now a Senior Economist for the US Gov't The Last Misfit - SGOTM Get Rich Slowly - Top Blog (Time Magazine 2011) We should all be so lucky as to have a get-up-and-go mentality like Jericho --amadeus |
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#369 |
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Fly Fly Away
![]() Join Date: Apr 2006
Location: Sydney, Australia
Posts: 10,573
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Good work, getting these cities out quick and being 6 turns from GLH is great...
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#370 |
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Gypsy King
Join Date: Mar 2006
Location: Brazil
Posts: 2,067
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Well played, JH.
I opened last save and have a few remarks for the next turnset: 1. The forest chop near Emerald City went to Library city (NY) instead. This should mean 1 or 2 turns delay in getting GLH up. ![]() 2. I noticed the WB that was meant to explore SE moved back to net some seafood in NY. So, IMO the next one should be built in Washington and get us some exploring ASAP for foreign trade routes. 3. Now that the spoke cities have been founded, the fogbusting warriors in that area should be repositioned. |
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#371 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,888
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Well done JH
As a general rule, I would prefer to see bonus tiles improved before chopping in new cities. Those early turns of a new city working improved food(or whatever is best) tiles should not be under estimated. The chop going to the wrong city will only cost us 1 turn on the GLH I believe, not a big deal I hope. Southern fog busters can definitely go to new locations. The upper of the 2 should replace the archer NE of Munchkin Land so it can go south. The lower of the 2 can go east of the copper city and the archer can go looking down the coast for the southern witches. 1) McArine - on deck 2) Mighty Dwarf - in the hole 3) Ronnie1 - waiting 4) Sleepless - waiting 5) Ozbenno - waiting 6) Jericho Hill - just played 7) Grifftavian - waiting 8) ngraner42 - UP NOW Advising only as of September 5th Adrianj Conquistador63 JonShaw da_Vinci
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#372 |
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Deity
Join Date: Dec 2006
Location: Auckland, New Zealand
Posts: 2,461
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Good stuff JH. It's always fun seeing the game progress
![]() Can we get some more screenshots? Pity about the misplaced chop. We should also try to delay the other chops around New York until the turn before we learn Writing, allowing the overflow from the monument to go into the library. I also notice that New York is in a different location from our dotmaps. It has missed out on the seafood resource 3N1W of it. Due to the rule of not founding new cities within 2 tiles of another city we will never get to work that seafood.Finishing GLH should be top priority. With a population of 6 we might be able to shave a couple of turns off the date by directly whipping into it. Possibly fiddle around with some big overflow whip, eg, worker, but most likely simply whipping directly into GLH will be faster even with the penalty. Referring to C63s dotmap from this post, I agree the next city to be founded should be the one up by the silver. |
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#373 |
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Bedrock of Knowledge
Join Date: Nov 2005
Location: Washington DC
Posts: 10,384
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I apologize for founding NY in the wrong place. I looked at the dot-map I thought, carefully, and placed them on the map before starting play. I see I placed it 1 below where it should have been.
Apologies to the team.
__________________
Now a Senior Economist for the US Gov't The Last Misfit - SGOTM Get Rich Slowly - Top Blog (Time Magazine 2011) We should all be so lucky as to have a get-up-and-go mentality like Jericho --amadeus |
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#374 |
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Deity
Join Date: Dec 2006
Location: Auckland, New Zealand
Posts: 2,461
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I've always found playing an SGOTM turnset to be quite a harrowing experience, with such high expectations from your teammates. There is a lot to watch out for, and inevitably some mistakes will creep in. Considering I am a non-turnset-playing member of this team, I have the utmost respect for those of you actually playing, and I see no point in dwelling on mistakes.
We simply move on from here, and start planning the next turnset. Has anybody heard from ngraner42 lately? |
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#375 | |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,888
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Quote:
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#376 |
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Deity
Join Date: Apr 2006
Location: Tyler, Washington
Posts: 5,888
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Do we need to adjust our dotmap for future cities?
__________________
Thrills and excitement come from the journey, not the destination! ![]() SGOTM 2-11, 13 - Gypsy Kings
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#377 |
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Deity
Join Date: Dec 2006
Location: Auckland, New Zealand
Posts: 2,461
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No, I don't think it affects any other city.
We had no immediate plans to settle any cities south of New York. Moving cities around north of New York won't have any effect on the kind of tiles we'll be working. We may wish to reconsider where we build a dedicated National Epic city. If we build one at all. |
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#378 |
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Fly Fly Away
![]() Join Date: Apr 2006
Location: Sydney, Australia
Posts: 10,573
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I'm about to head on holidays for the next week and a half, so I won't be very active around here. Should still have some net access but won't have any Civ access.
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#379 |
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Gypsy King
Join Date: Mar 2006
Location: Brazil
Posts: 2,067
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Ngraner's last post in this forum was exactly 1 month ago in this thread - his check-in post. I suggest we skip him if we don't hear from him in like 12h.
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#380 |
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King
Join Date: Dec 2005
Location: Fredericia, Denmark
Posts: 709
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If ngraner doesn't show and it becomes my turn, I'd like to be moved down the roster, as I wont have the time to make turnset plans before monday.
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