JB01 Newb/Rookie C3C training game...

Mr David said:
So we're playing off JB's start?

Nope, we gave the first 20 to azzaman333 no matter what the rest rolled. The other "20's" were for edjamacation.
 
Who thinks we can pull off the slingshot or even get to Philo first?

I think we should drop to the lower tier and move towards polytheism since it's often good trading bait.
 
Pottery and Warrior code are really bad starting techs. :mad:

It'll take a while to research CB, Mysticism and Polytheism.
 
Do the Germans and Carthagians have a special inclination to go for a particular tech tree? If so, take another tree of course :) If the scientific Germans do not make a dash for Republic, I suggest to go that road.
 
lurker's comment: In my games, the Carthagians tend to go the Construction path.
 
As I recall, the AI goes for those first tier techs in whatever order they care, usually ignoring Mysticism and Writing, saving those two for last. Then they go for Map Making, then Mathematics, then construction. Getting Philosophy is usually pretty easy. Republic Swingshot is more of a gamble, but you'll probably get Code of Laws first.

vvv In my expierence that list is usually incorrect.
 
<<<<The Save>>>>
Turn 0
We&#8217;re two turns from finishing the all important granary. Here I think azzaman&#8217;s build order was superior to mine. I held off on the granary build in favor a settler first. Azz has also MM&#8217;ed (Micro Managed) the tiles being worked to finish the granary in two turns.
We have a warrior, a conscript warrior, three scouts and a worker. We&#8217;re certainly weak.

Turn 1 - 2950 BC
I can now move one of the citizens out of the forest onto the lower cow to still finish out the granary build and pick up 2 more food and a coin.
Conscript warrior picks up 25g.
Worker&#8217;s done w/ the road and we now set up for a mine in 6. That will take us to 8spt which is not a good multiple.
I&#8217;m tempted to abandon the western scout but they&#8217;re quite fragile and I&#8217;ll wait to see how things unfold.
Granary to settler. MM to fill out the granary in the next turn for growth. Working the newly roaded BG nets another coin.
Turn 2 - 2900 BC
Warrior busts dots of fog and will come home to MP
Turn 3 - 2850 BC
City grows and entertainment goes to 30%.
We&#8217;re going to have 4 turn settlers without a problem and after some improvements will be able to get them in three turns now and again.
Turn 4 &#8211; 2800
Conscript is coming home and the scouts run about.
Turn 5 &#8211; 2750
Alpha comes in and I don&#8217;t see much chance for the slingshot.
OK, based on the discussion and the AI Research Thread we&#8217;ll go for writing.
Turn 6 &#8211; 2710
Settler pops and we&#8217;re headed for a river spot just three clicks away.
Turn 7 &#8211; 2670
I can&#8217;t come up w/ an efficient build (no wasted shields/food) so I&#8217;ll select a lake tile to get two more gold and we&#8217;ll build an archer.
Turn 8 &#8211; 2630
Two lake tile this time.
Turn 9 &#8211; 2590
We built an archer and are working on a settler.
The worker has moved to the lower cow and starts mining first.
Turn 10 &#8211; 2550
Found Ta-Tu and start a barracks.
Archer is on the way to cover the city.
 
azzaman333
jb1964
Mr David <- you're up :)
Mirc
Vaiar
drakdan

I'd go for city spot 1 above the lake. Karakorum is just about to grow.
 
city 5 - down SE to get the food in the 9. on second thought, move it straight south (keeps the food, the water, and less overlap with Ta-Tu)
city 3 - moved to get to the water.
added a few dots, jsut for fun.

i dont like too much over lap, but you need to remember that MOST of the game you will be able to use only 12 tiles, so a closer city spacing is my prefered method.



germany is bad news, but an excellent learning AI.
my vote would be go for CONQUEST.
kill them krauts ;)

tech wise, i would want to know where to get some ponies.
but the slingshot seems feasable. so id stick with it.

good going so far :goodjob:
 
I haven't study the map much but it looks like some of the city sites are next to jungle tiles. Why not take advantage of the settler and found on the jungle which removes it right away.

With 4 cows you should also look at your second city as being another settler factory, especially with all the open space between you and your opponents. I'd make the third city coastal so that you can find the other civs.

One ot the best positions to be in is to be the tech broker. Especially if you can achieve the slingshot.
 
I founded Ta-Tu so it could share the lower cow. It could also be a settler factory but it could also be an archer factory. :)

If you move 3 up then there's a dead spot 2N of 4, below (SW) the upper cow. Another city could be placed in between 3 and 4 to give 3 spacing and get that forest tile but it seems crowded.

Totally agree that being a tech broker between the two continents is a major goal.
 
I think the science slider could use some adjustment. I'd also reccomend expanding towards Germany and using Karukorum for 3 settlers, two to expand towards germany and the third to wherever, and then switch to archers to fight German agressions. Also, Karokorum can probably be set up to run as a 4 turn, size 4 settler factory. Losing those two population means less angry people.
I'd have Ta-Tu go barracks, Archers, then lesbian-russian pop band.
 
Karukorum could make settlers in 4 turns without a thought. However, given some thought, and I encourage this, the lake tiles can come in handy to get extra gold.

After Karukorum gets some settlers running all about it should pump workers for a few turns.

Keep Ta-Tu making archers to discourage the Germans.

Let's get more input on the dot map. Expansion towards the german's is a good idea. The less space that bast___ has to work with the better.
 
lurker's comment: Karukorum need only two cows to be 4-turner SF. You may build "3" and "5" cities more close to capital to use 2 more cows.
 
Smart said:
lurker's comment: Karukorum need only two cows to be 4-turner SF. You may build "3" and "5" cities more close to capital to use 2 more cows.
I think I like my original spot for city 3 because it can get it's hands on the upper cow. I'm not tossing SW's suggestion into the can but I'll take a second, and third, look at the dot map.

What do you think about settling right on top of the Diamonds to avoid chopping the jungle? You lose the gold bonus from the Gems. Yes/No?

Also, expanding towards the Germans will get thier panties all up in a wad so don't get "in thier face" until you have an escort. Archers are better than sprears. The only need for a spear, or two, will be if we end up making an archer SoD to send Bismark's way.
 
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