TH4 - The Age of Sail - OPEN SG

T-hawk

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TH4 - The Age of Sail - OPEN SG

Scenario concept: A custom scenario designed for a long, productive Age of Sail. This was inspired in part by discussions in the RBE thread, our map explorations in LotR5, and the Earthsea Cycle by Ursula K. LeGuin. :)

OPEN SG - Anyone may play; please allow at least three other player turns before the same player picks it up again. 24 hours to play after posting the got-it.

RULES CHANGES:
ENGINEERING enables safe traversal of sea squares.
CARAVELS are moved to Engineering and have base movement rate of 4.
GALLEONS are moved to Astronomy and have base movement rate of 5.
FRIGATES and IRONCLADS also have movement of 5.
MAP TRADING is disabled - you'll have to explore everything yourselves!
IRRIGATION without fresh water is enabled at Invention rather than Electricity.

Map: Standard, 20% land, archipelago, heavily edited
Barbarians: Sedentary
Civilization: Celts
Opponents: Japan, England, Greece, Aztecs, Spain. Civs that were island-based, or at least controlled many. (I did not pick the Vikings because their UU would be disgustingly powerful.)

Difficulty: Emperor
Victory: Any

The map has been heavily customized. There are many, many islands out there to explore. In fact, ALL of the resources are out there on lands where no civilization started - we'll have to go out exploring to get them!

We have a militaristic civ for the cheap harbors. I picked the Celts for the theme of an island-dwelling tribe, and because Religious is also pretty useful for the cheap border expansions.

I'm going to play the first 20 turns to get things started; after that, because I know the map, I won't play again until we've explored everything, probably late in the middle ages.

ageofsail-4000bc.jpg


Here's the 4000 BC save if anyone wants to see it. I'm going to begin playing now.

http://www.civfanatics.net/uploads4/ageofsail-4000bc.zip

No variant restrictions; just have fun exploring!
 
I drew the map, so I know the best place to found is on the starting square despite wasting a bonus grassland. Research to max on Pottery, due in 12 turns. Entremont is working the fish square for fast growth at the cost of some shields.

3650 BC: Entremont is size 2, lux to 20%.

3600 BC: Warrior starts exploring, Entremont begins second warrior for MP.

3450 BC: Second warrior produced, will do one more for full MP because it will complete evenly with no shield waste. Lux back to 0%.

3350 BC: Pottery is finished; Alphabet begun at max science to run towards Map Making, due in 25. Entremont completes third warrior this turn, begins granary.

2950 BC: Entremont is size 4, lux to 10% again.

I played 25 turns, to 2750 BC. Next leader please play 15 turns, to 2150 BC, then ten turns each after that. Entremont has its granary due in two turns, and that forest chop will complete four turns after that.

ageofsail-2750b.jpg


So, who wants to begin exploring the wondrous, mysterious, exotic Archipelago?

The islands beckon!
 
IT 2750BC: Everything looks in good order...except the natural thing to build after the granary is a settler, and that will waste the forest chop. Oh well, I can't do much about that.

1 2710BC: ...

2 2670BC: granary -> worker. Building a worker instead of a settler so we don't waste the forest chop.

3 2630BC: Entremont grows, so lux -> 20%.

4 2590BC: worker -> settler. Lux -> 10% Sci -> 90%. Worker goes to improve the tile the other worker is chopping.

5 2550BC: forest chopped.

We're going to want one forest tile standing, so that it can be used for extra shields, until we're out of settler/worker mode anyway. (Or we could cut and then mine one of the plains).

6 2510BC: ...

7 2470BC: Entremont grows, lux -> 20%. Alphabet comes in, start research on Writing. It costs 240 gold, and would take a -2gpt deficit to research in 30 turns, we can't afford. We should be able to make it up in time, but...do we want to just run a 40 turn gambit? I figure that we've got all the techs we want at the moment until we get map making, and running it at 40 turns will probably speed map making, since then we'll be able to research at deficit. So, 40 turns it is. Sci -> 10%.

8 2430BC: Settler -> settler. Settler heads to found city. lux -> 0%

9 2390BC: ...

10 2350BC: Settler reaches city site. Workers head toward settler, and will chop to hurry temple which will by city's first build.

11 2310BC: Alesia founded east of Entremont. Chop started. lux -> 10% with growth of Entremont.

12 2270BC: ...

13 2230BC: ...

14 2190BC: ...

15 2150BC: Entremont settler -> warrior (?)

My preferred city sites would be one one tile north of the settler, and one on the northern tip of the island. The second is a no-brainer with those whales around, the first avoids wasting three land tiles.

I'm not sure if the 40-turn route for Writing is best, but if it's not that shouldn't be a problem, just turn up research and use the 58 gold I've accumulated as a deficit research chest going for Writing and then Map Making.

Who wants to be the next island-king?

-Sirp.

The Game
 
Ged was an early hero of mine and H. Potter couldn't hold his jockstrap. I can't take this one now, but I hope to grab it at some point RL permitting.
 
2150BC (0): Science to 100% Writing in 24

2110BC (1): Sent Settler to No-brainer-point;

2070BC (2):
IT: Entremont completes Warrior starts Settler;

2030BC (3): Warrior sent to Alesia;

1990BC (4): Lux to 10%;
IT: Alesia completes Temple starts Granary;

1950BC (5): Lugdunum founded starts Temple; Warrior moves in as MP;

1830BC (8): Lux to 20%;
IT Entremont completes Settler starts Temple;

1790BC (9): Lux to 0%;

1750BC (10): Settler now on red Spot; Writing in 11 at -2 gpt still 44 gold in treasury;

TH4-1750BC.jpg


The Game


Good Luck :)

Rowain
 
Got it.
Grimjack
 
1750BC(0) I assume we are running on 1.21F. I do not think it is possible to MM more efficiently than it already is, but I check cities anyway.

1725BC(1) Camolodunum is founded.

1700BC(2) ENtremont grows, and we need luxes at 10%. Costs us a turn on Writing.

1675BC(3)
1650BC(4)
1625BC(5) Lugdunum grows to size two.
1600BC(6) Entremont finishes temple, and grows at same time. Will build a few warriors for MPs. Alesia size 3 but thanks to luxes does not get any unhappy.
1575BC(7)
1550BC(8) Entremont expands border and finishes a warrior.
1525BC(9) Adjust Science as Writing in one.
1500BC(10) Set research to BronzeWorking ( Just kidding, Map Making in 26 at -1 gpt ) I put a Taxman in Entremont, as
we do not lose as much money that way. ( Rather than raise lux tax) We also cannot build anything other than barracks.
Feel free to build that instead of another warrior.

Save: http://www.civfanatics.net/uploads4/TH4_1500BC.zip
 
Preturn: hmm... it's going to be a bit tight before we get off this island. Still I would like to see Ent growing so I move a worker from forest to irr plane and lower lux. This gives 1fpt and an extra gpt too. I'll pull a worker from there when the time is right -> racks.

(IT) lug temple -> granary

1475 - 1450 - 1425 (IT) ent racks -> archer

1400 (IT) cam warrior -> granary

1350 - 1325 - (IT) ent archer -> worker

1300 (IT) gettin tight Alesia granary ->racks

1275 (IT) ent worker -> hmm..

I reconfigure to grow and produce a settler in 5, but I'm not sure that's best. It's a bit tight here. MM currently due in 17 @ -1 gpt

http://www.civfanatics.net/uploads4/TH4_1250BC.zip
 
Wow, this game is moving along nicely. :) Sirp actually dotmapped things differently than I would have; my plan would've been a city on the southernmost plains tile, a city one tile north of where we have Alesia, and of course one on the northern tip. But that's the fun of an open SG. :)

Yes, keep building settlers. It's a good idea to have them ready to go right away as soon as we get galleys.

We'll want to build the Forbidden Palace and a second core on an offshore landmass somewhere. The leader who does that can name the city Roke if they want to. :D

Oh, and yes, Grimjack, it's version 1.21.
 
(IT) 1250BC: Entremont changed from settler to worker. We won't want a settler for a while, but more workers can help now.

(1) 1225BC: ...

(2) 1200BC: Enremont worker -> worker. Lux -> 10%; Sci -> 90%

(3) 1175BC: ...

(4) 1150BC: Entremont worker -> settler.

(5) 1125BC: ...

(6) 1100BC: Alesia barracks -> settler.

(7) 1075BC: ...

(8) 1050BC: Camulodunum granary -> temple.

(9) 1025BC: Entremont settler -> settler.

(10) 1000BC: ...

We want prebuilds for galleys starting soon. Unfortunate that a settler is the best going prebuild.

The Game
 
What do you mean by that? If you want to grab one of the saves (4000 BC or whichever) and play it as a solo game, go right ahead; just don't post information about the game that the players in this thread haven't seen yet.

If you mean you want to try playing a turn in the official game here... step right up, that's what an open SG is for! :)
 
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