5 in 1 (mystery SG with twists) - Emperor

It was the best spot I could find. I didn't want to wander too far and end up in the middle of the desert.
 
No, its a good spot. I mean it is a shame there weren't any cows or luxury sites nearby for us to start on.

Good work doing what you could.
 
Alright, all Variants have been sent out. This variant is about pure sportsmanship so try your best to follow the variant given to you. I have printed mine out and have it beside my computer so I will not forget what to do. As long as no one gave a really complicated variant, this SG should go on without a problem.

I have feeling this game is going to get really interesting when you load up the game and see what a mess only 5-1 in variants can accomplish.
 
Also remember, variants may not be as what they appear. Kiech thinks he knows exactly what one of mine was to Cuiv, but he needs to guess harder.
 
I guess she can't build settlers as well. Or, she is not allowed to build the capital. Or not allowed to have a palace created during her turns. Or don't build any cities unless they are escorted by a garrison.

OR, the really twisted one, which Loco is QUITE capable of thinking up: She may not build cities unless the AI have 2 more than we do. Let's just hope Loco didn't tell her to disband any cities.

Anyways, enough with the speculation for now: With the amount of shields we have at our current location, anyone think that we shouldn't bother rushing out settlers, and take an OBC approach? By that I mean concentrate on buildings and troops, and only build settlers when its convienent for us to do so, and counting on the other civs to supply us with the cities?
 
The problem with that strategy is that it counteracts our main strength as the Inca -- explosive growth. We are Agricultural/Expansionist; we want as many cities as possible as soon as possible. The advantage of the Inca is their early-game speed and building mostly improvements and military doesn't take advantage of that.
 
3050(0)-Let's see, what were my variants? Always war, disband all military units, use city governors, and automate workers? No, that would be 4 variants. Ah, I remember my variants..

Let's see the mess Cuivienen left me. We are up technologically (not bad considering her variant). No cities need to be micromanaged.

I found Cuzco. Production is started on a Chasqui scout. I start minimum research on writing.

3000(1)-Scout finds two Mayan warriors. They have 10 gold and 2 cities. They lack bronze working and alphabet.

2950(2)-zzz

2900(3)-Scout finds a goody hut.

IBT-Mayan warrior pops barbs from hut, which kill our scout. :(

2850(4)-Persia and Scandinavia know the wheel. I sell ceremonial burial to Scandinavia for the wheel and 3 gold.

2800-2750(5-6)-zzz

IBT-Cuzco chasqui->chasqui

2710(7)-Growth in Cuzco makes me raise lux to 10%.

2670(8)-Find some ivory to the south.

2630-2590(9-10)-zzz

Here is our mighty empire.

As you can see, horses and ivory should be obtainable without difficulty.

Here is the save.
 
Cuivienen
TimBentley
Kiech - up
Microbe - on deck
GRS
Locomotive

Alright boys and girls, we have one city, let's set a record and go for two.
 
Preflight: We are good on tech, we have all of the basics. As we have 101 in the bank, I bump up research to 90%, due in 39 turns...ugh, but no gold loss. Horses and Ivory are on my mind. Lets go:

IBT: Scout -> Scout

(1)2550: I see a hut! But a viking is right next to it, he will probably pop it...

IBT: He didn't. Good.

(2)2510: We pop a settler! :cool: I think long and hard where to put him. Where he is is bad, I move him towards a river.

IBT: :sleep:

(3)2470: I move him to the spot I want. It interferes with the horse town I will make, but only by 2 squares, nothing to cry about.

IBT: :sleep:

(4)2430: Settle Tiwanaku. Too bad our scouts cost so much, I start on a warrior for simple defence, as there are a few vikings running around. Lux goes up, and sci goes down.

IBT: Cuzco starts a warrior.

(5)2350: Smokey and the X-man have mysticism. I trade off alphabet and 1g to get it via Maya.

IBT: Maya start the Oracle I start on a new warrior for Cuzco.

(6)2310: Lux goes down, Sci goes up.

IBT: We pop 25g from a hut.

(7)2270: :sleep:

IBT: Start a settler in Cuzco. Pop a Village! :goodjob: Machu Picchu is founded! It is pretty close to our starting location and has grapes after expansion. No fresh water, but let's not look a gift horse in the mouth! It won't conflict with my free settler town, nor my chosen spot for the 1 horse town. Start on a warrior.

(8)2230: X-man has IW. No trade availible. Forgot to raise Sci after the last warrior was built. 100% now.

IBT: :sleep:

(9)2190: Nope, nothing important...well, I found a horse S of the Ivory.

IBT: :sleep:

(10)2150: Haven't met anyone STILL! X-man hasn't traded out his iron, and we can't get it out of him. Lux goes up as Cuzco is now size 4.

Final: Writing in 10. I have a settler due in 2 turns. The viking towns are starting to appear W of us, but still fairly far away. After the settler is complete in Cuzco, send it to the Ivory, probably 1 tile N. The horse town after that, but Tiawanaku should be able to provide us with a settler for that town. The horse town should go S SE from the horse.

Tough call: Research either Math or Philosoply next. Philosophy may be best, as we can always use the Pyramids as a pre-build for SoZ. Oh, I tried buying workers, but my 100g wasn't good enough apparently. Heh.

Speculation: Tim's variants have something to do with the governor. He had 'build last unit' on, and 'ask for build orders' off. That and the Governor wanted to manage our new cities.

DID I MENTION WE GOT 2 CITIES FROM THE HUTS?!?[party] YEA!!! :band:

The save.

I noted places to settle with the red dots. Move towards the Ivory, and then west though, before the Vikings decide to take the land. The northern cities aren't worth rushing.
 
lurker's comment: Tag

Looks like an awfully loose build to me, Kiech. I'm sure someone had some kind of war variant, so ease of movement between cities may be important. Unless your variant is to build using OCN?

 
SesnOfWthr said:
lurker's comment: Tag

Looks like an awfully loose build to me, Kiech. I'm sure someone had some kind of war variant, so ease of movement between cities may be important. Unless your variant is to build using OCN?


I always build this way, actually. Keep the corruption down as much as possible, while building on the rivers, and let all core cities become sucessful metropolises. My builds keep getting tighter and tighter though, as I play with you people.
 
Kiech said:
Speculation: Tim's variants have something to do with the governor. He had 'build last unit' on, and 'ask for build orders' off. That and the Governor wanted to manage our new cities.
Hmmm...I'll have to check my preferences. However, maybe that is what one or more of my variants is. Or maybe I just forgot to change from the default preferences (this is my first serious game in Conquests).
 
TimBentley said:
Hmmm...I'll have to check my preferences. However, maybe that is what one or more of my variants is. Or maybe I just forgot to change from the default preferences (this is my first serious game in Conquests).

LOL! Sorry, I just like speculating a lot. You are doing fine so far. If its not one of your variants, you should leave both options on. Otherwise, you should leave both options on before you send me the save.
 
Hmm? We aren't losing any gpt, if thats what you mean. We are at an even 100g, I spend 1g total my whole set of turns and got us mysticism. I started with 101g. Plus we are well on our way to having writing by the end of microbes turns. I just didn't see any particular need to hoard up 1 or 2gpt right now when it could be used to get us ahead in the game. If microbe wants, he can certainly adjust the slider and have us earn gpt again.

I don't understand why we wouldn't want to research as fast as possible through the AA - especially when it comes to writing and we are able to get it in much less time than the min. Please explain so I understand.
 
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