JB01 Newb/Rookie C3C training game...

I will grab and play tonight after I post my 20 turns.

Here's an abstract: It didn't go well.

@Smart.. Yep, I could hardly believe it.
 
I think my start didn't go as well as Azzaman's. :( Here;s the story:

Well, two levels up from my usual playing field, here's my try:

4000 BC Moved scout onto mountain to the NW. The settler moved the north to capture the three cows. The worker stays on the spot and starts irrigating the cow.
3950 BC Found Karakorum and start building a scout. I moved the research slider to 100% and went for the alphabet as that tech seems to be pretty popular in many games due its progress versus Republic. The scout moved further N and saw may nice city spots.
3900 BC Scout goes N
3850 BC Scout moves west and finds gems near the lake on whose shores Karakorum is located.
3800 BC The workers starts constructing a road on the cow. The scout moves onto a hill to the west and sees a goody hut.
3750 BC Cool!!! The goody hut contains a settler which goes ZW as I do not like the current location. (Of course I saved prior to moving for you guys).
3700 BC Scout finished in Karakorum, continues on warrior and the scout goes south. Settler moves into the direction of the lake.
3650 BC GRR Carthagians!! They do not want to trade on reasonable terms + I do not have any warrior and the settler is threathened. Settler heads NW. Another goodie hut near the Carthagian warrior.
A goodie hut to the S contains CB :)
3600 BC Karakorum grows and goes into disorder. What now? I decided to move up the luxury slider to 10%.
Carthage pops the goodie hut and spawns two warriors. My first scout is dead. GRR
3550 BC Ta-Tu is founded on the lake between the gems and the BG; it starts on a warrior. Order restored in Karakorum.
----- We're half way
3500 BC Warrior in Karakorum finished and I start a scout. My 2nd scout sees the Carthagian borders.
3450 BC Nothing much.
3400 BC Scout moves up and I reallocate production to a forest in Karakorum.
3350 BC Karakorum grows to 3. Scout moves back up.
3300 BC Civil disorder in Karakorum, I move the luxury slide to 20%. Perhaps I should go connect the gems near Ta-Tu. Ta-tu's warrior is finished and I go for a scout.
3250 BC Scout in Karakorum is finished and I go for a temple (order is restored.)
3200 BC Nothing, I move the scouts around to undiscovered places.
3150 BC Rien
3100 BC Scouts move around, one finds an oasis.
3050 BC Ta-tu produces a scout and I select a worker for construction. I also meet a German Spear. Hmmm, I just do not know how to start decently. Bismarck is annoyed and I trade CB for the Alphabet. The Germans also have the Wheel and Bronze Working, but are unwilling to trade.

Comments: I do not master the techniques of a proper start and feel like trailing the AI. I rank 1 in pop and production though, so maybe not all is lost. I do need to pay more attention to the well-being of my city populations, as I wasted two turns in disorder.

 

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Here's the save with the extra settler from the goodie hut at 3750 BC. Not much wasted in so few turns, so I anyone would like to try from here.
 

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lurker's comment: I see so much city placement.I'll stay as lurker.Not that much experience in emperor.
 
Spoiler :

Turn 1- Hm... two cows. Scout goes to mountain. Reveals lots of jungle. Coast is lake.
Settler NE
Worker begins roading cow
Turn 2- Settler builds Karakorum. Begin on scout
Scout to hill
IT- research max towards Alpha
Turn 3- Scout reveals close gems...
Turn 4- Scouting and worker starts irrigating cow
Turn 5- Scouting
Turn 6- Scouting
IT- Karakorum: Scout>Scout
Turn 7- Scouting
Turn 8- MM- Growth in 1 would waste 3 food with cow. Drop a gold piece and gain turn on scout.
Also, pop a hut in south. Pop a settler! YAY! Settle in place. (With limited map knowledge, I don't know if this is a good or bad choice)
Scout meets german spear in north. There is a nice choke... There was a goody hut visible, but the spear took it! :(
Turn 9- Worker begins irrigating second cow.
Lux to 10%. 1 content citizen??? Madness
IT- Karakorum: Scout>Warrior(MP)
Turn 10- Nothing
Turn 11- Spot silks to east. See brown borders, but not reachable
IT- Tatu: Scout>Scout (probably the last scout needed)
Turn 12- Scouting
IT- Karakorum: Warrior>Granary
Turn 13- Scouting
Turn 14- Scouting
Turn 15- Worker moves to BG
Turn 16- Scouting
IT- Ta-tu: Scout>Warrior
Turn 17- Grrr... Granary in Karakorum will finish a turn after growth. Instead, MM for food. Growth in 4, Granary in 7
Turn 18- Scouting
Turn 19- Scouting
Turn 20- Scouting

So, granary in 4 in Karakorum, growth in 1. I still don't have that MM'ed right...
In ta-tu, warrior and growth in 2
Alpha in 5. Lots of scouts are bunched up in east to fogbust the right side of the continent. Still didn't meet that civ... No trades available with Germany.
In retrospect, that second city has horrible placement.


I only popped one hut! :blush: I hope someone else did better.
 

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I do need to pay more attention to the well-being of my city populations, as I wasted two turns in disorder.

This should NEVER happen. Always remember that Emperor only give 1 content. You should check at least once a turn. Especially early in the game, as those 5 or 6 shields are crucial
 
Here's my first 20...

Azzaman333, where's the save?

Spoiler :
Turn 0 – 4000BC OK, I don’t want to settle on my cow so I’m going to step NE to the hill and get what looks to be a coastal tile. The worker will irrigate this cow and then mine the next. That should give +5 food even in despotism. The worker will irrigate first and then road. I think the obvious direction for the scout is the mountain.
Holy Cows! After stepping onto the hill we don’t have 2 cows but we have 4! All four could fall in the city radius of our capitol but the next two cities will be placed to share these bonus tiles because it’s often useful when balancing out shields & food. Also our coast is a four tile lake. A harbor will be in order in the future to reap the extra food but that’s a long ways away.
The scout shows that we’ll be having to clear jungle in the future. These will be the last areas to be settled.
Turn 1 – 3950 BC
Karakorum is founded and we get to work on a scout. Scouts at this point will be helpful trying to snatch goody huts and are certainly helpful find the boarders and the neighbors.
Sending the scout NW is going to snare him in jungle so we drop to a hill that will lead to open grass where his two movements can be used. Cost is close to the N so he’ll head E next turn to clear the area.
Now for research. I can’t count on the Rep Slingshot working but I’m going to go that direction anyway. Alpa.
Turn 2 – 3900 BC
I decide to send the scout further north as the second one will have and easy path east from our starting location.
Turn 3 – 3850 BC
Some more nice BG to the north backed by some desert.
Turn 4 – 3800 BC
Tile irrigated. Road next.
Turn 5 – 3750 BC
Well, I pop a village in a horrible spot and it immediately settles, Ta-Tu. Not my first choice of locals but I’ll probably make this a warrior/worker factory for the time being. Working the coastal tile gives an extra gold and we get the same 1spt.
Turn 6 – 3700 BC
Scout – scout
Scout heading due South.
Turn 7 – 3650 BC
Karakorum grows and we need to provide entertainment.
Southern scout pops a hut and we get a map. Great.
Change the city governor to go for food.
Second citizen working cow to get 5fpt.
Scout 1 ends his turn next to a barb and will be dispatched.
We meet the Germans. They have Bronze but will not trade our pottery for it.
Turn 8 – 3600 BC
Dead scout and a barb on the loose. Next scout is changing to a warrior.
Turn 9 – 3550 BC
Forgot about the swap and get another scout.
Swapping the worked tile from the cow to the forest I can get 10s in three turns and waste no food. Forrest – cow – cow.
Gems nearby!
Turn 10 - 3500 BC
We meet Hannibal.
Trade pottery, warrior code and 2g for the remainder of Alphabet and Masonry. We set our sights on Writing.
Turn 11 – 3450 BC Hmmm, Carthage is romping nearby w/ 3 warriors.
Turn 12 – 3400 BC
Growth corresponds w/ warrior arrival. I’ll leave him home to MP.
Warrior – settler
Turn 13 – 3350 BC Nothing
Turn 14 – 3300 BC Germany is coming w/ two archers and a spear.

Turn 15 – 3250 BC
Germany is going to declare. I could abandon the city as we can’t win a war w/ then at this time and I can’t keep them from taking the city.

Turn 16 – 3200 BC I abandon the city. Settler becomes an archer. Entertainment to 20%

Turn 17 – 3150 BC Carthage pops a hut of warriors and they kill our second scout.

Turn 18 – 3100 BC Nothing

Turn 19 – 3050 BC Pop a hut and get a warrior.

Turn 20 – 3000 BC Germans are still coming.
 
Hey JB, has a victory condition been decided? Knowing what kind of victory you are shooting for will influence the way you can/should play the early game.

City placement is one item, not as important in C3C since no RCP.
 
DJMGator13 said:
Hey JB, has a victory condition been decided? Knowing what kind of victory you are shooting for will influence the way you can/should play the early game.

City placement is one item, not as important in C3C since no RCP.

Ah ha! I did neglect the victory condition. Conquest, Domination or Space is my vote. Cultural is pretty much out and I just don't get Diplomatic.
 
Smart said:
Vaiar, how do you got second save with settler? Reloading?

That 2nd save was made directly after I got the settler from the goodie hut for the benefit of the other players.
 
How do you keep your people satisfied so early in the game? I used the entertainment slider, but that does not seem optimal. Build a temple then? Stop growing?
 
Use the entertainment slider. When we hook up the gems and silks then we have a chance to throttle back. Spending the time/shields to build, and then pay for, a temple is not the way to go at this time.

In Despotism there is benefit to irrigating (+1f) or mining (+1s) the cow on grass. If we irrigate one cow and then mine the other we get +5 food right there. What we need then is figure out how to produce 30 sheilds in the four turns it would take to replace the population (2) lost after a settler pops.

With the Germans running around I'm going to advocate pushing out some troops. Now that just about everyone has done the 20 turns it's no real secret that my 20 involved the Germans getting nasty. More discussion is needed on that event.
 
OK, the goal is Domination. It's better than hunting down transports w/ settlers and it really fits with the Mongols.

BTW, our leader has got the be the ugliest thing this side of a dog's butt.

I didn't capture a shot during my 20 and when I stopped I didn't bother to save the game. Therefore, no picture.

Here's a description... Settled on the hill, Ta-Tu was popped and later abandoned in the far North surrounded by desert and a plains tile or two giving a population growth of 1 every 20 turns.
 
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