5CC Space Race interest thread

Is it worth moving one of the warriors in moscow to top of mountain and back to see what is there asap
 
Is it worth moving one of the warriors in moscow to top of mountain and back to see what is there asap

I think so.
 
We could afford another Scout once we get the new city in place. Keep moving the others until they run into barbs or see the whole map.
 
We could afford another Scout once we get the new city in place. Keep moving the others until they run into barbs or see the whole map.

Meh. I mean, we could, but I'd rather get the cities out in prompt order. The scout to our southwest will take care of his business pretty soon.
 
Is it SK8boardbob2 playing the next turnset?
 
IBT nothing
2950 start moving settler to colossus location, explore
IBT nothing
2900 reduce research overrun, pop hut giving warrior
IBT alphabet->warrior code at 100%
2850 scout pops city in south, I say we use it until we have 4 cities then abandon
st petersburg-> curragh
IBT meet scandanavia and inca
2800 trade alphabet for warrior code
writing in 22 turns
IBT nothing
2750 exploring
IBT nothing
2710 pop hut for maps
2670 nothing
2630 hut pop for gold
2590 settle novgorod, start colossus
IBT granary->worker
meet french settler directly north
2550 trade pottery for masonry
see red border, romans?

west.jpg

east.jpg
 

Attachments

Just from the screenshot, I'd think you'd want Moscow to use a grassland instead of a forest.
 
I changed a citizen from a grassland to a forest so the pop growth would happen right after the granary was built and forgot to change it back.
 
Just from the screenshot, I'd think you'd want Moscow to use a grassland instead of a forest.

This, though I think Moscow just grew, did it not? (I'm just tooling around in CivAssist II, not in the actual game.)

I would have settled Novogrod one space farther to the northwest, personally, but that's water under the bridge. I suppose it does pick up the cow and some other shield tiles, making the Colossus build faster.

Obscenely good news for us in that we also have IVORY!!!!!!!! to the north of Moscow. What's even more absurd is that I'd actually plop a city right on top of it right now. It's on a river, picks up four juicy BGs, and the game. It's an ideal city site. And it has exactly zero overlap with Moscow. Or presciently, Novogrod. Nice work settling it where you did. ;)

City sites, which should IMO be completely blatant at this point:

1. On top of the ivory.

2. At the river mouth (far side of Moscow) by the pair of silks.

3. Right on top of the spices. give or take a space. On the spices is best I think since it picks up fish eventually, two BGs right away, and also serves as an awesome choke point to our part of the land mass.

We could if we thought it was important, switch sites 2 and 3, but I really don't think anyone will come a-knocking soon enough for it to matter.

If we do this we should have FOUR luxuries for basically the entire game (spices, ivory, silks, and furs for most of the game--I'd expect furs to get lost in the late game unless we decide we want to war to keep people from settling around them), and an incredibly defensible land mass. This is almost too easy. (OK, not really.)

Relevant questions and random thoughts for the next turnset IMO:

1. Workers or cities from Moscow? I would personally prefer the next settler out right away (use a river bG instead of the forest, though) to build on the ivory site. Then a few workers (maybe 4 more), then the last two settlers, then workers for a while either to build out or to add to cities.

2. How soon to start prebuild for SoZ at that city? I think I'd pop out a couple warriors first for MP duties there and in Novogrod, and we can use them to block off the chokepoint a bit later. But I'd start it sooner rather than later. We should endeavor to get Math as soon as we think we can have a prebuild up.

This is back-of-the napkin math, but it should be semi-close:

Settler in 4 turns from Moscow.

4 turns transit.

3 warriors at 4/4/3 turns? 10 turns to grow, assume 3 shields, grow during 3rd warrior.

Start SoZ prebulid. 4 shields @ 2 (x8 turns) = 32, 5 @ 3 (x10) = 50, 6 @ 4 (x10) = 60, 7 @ 5 (x9) = 63 gets us to 205 shields, 48 turns from now. This is admittedly really rough, because we'll be able to grow faster if we want to (worker adds), we'll be able to get more shields by mining all those lovely BGs, and I haven't bothered to figure corruption in. On balance I say we can get SoZ in closer to 40 turns without much trouble, if we can get Math by then. And I think we should try to do that. We may overrun a bit due to not having Math, but I'm okay with overrunning it a bit to make sure we get it ASAP.

(Note I haven't even discussed whether we want to try for SoZ. I'm assuming, because I pretty much insist. Ancient Cavalry, plus cheap tourism income, makes this the world's biggest must-have.)

3. What to do with St. Pete? I think that we should accept the curragh and then worker-abandon it in 5 more turns. (Use the shields from the forest, then pick up the citizen for a scientist or taxman so there's no food growth). The alternative is to wait a bit longer and settler-abandon. I'm not sure what's better, but intuition tells me we want the worker now.

4. Micromanaging stuff:

a) Before hitting enter, turn the citizen in St. Pete into a scientist for a turn. The curragh will still complete, and we don't need the 1 food if we're going to abandon it.

b) Move the Moscow citizen from the forest to the river bG. More food is really important. Make sure to always keep Moscow at maximum food.

c) Once our scout to the immediate north is done, he should go to the east to the two-tile chokepoint. The conscript warrior next to the hut should also go to the chokepoint. (If we manage to pop another warrior there, I'd send them both to the choke, and bring the scout home to disband somewhere useful.) This assumes that the desert-ish bulge there is just a peninsula like I think it is. If he has room to go, obviously, let him go.

d) When we get our curragh, IMO he should loop to our west to see if there's another land mass just off our coast, then continue north. Our scout seems to be doing well finding the other edge of the landmass.

5. We should be getting Writing in about 10-ish turns (some growth, the scientist); remember to micro-manage taxes those last couple turns.


I think the next player should play through researching Writing and then we can regroup.
 
Erm, one more question. When you said meet French settler directly north, do you mean north of us near the ivory, or north somewhere else? Because that changes my opinion (duh) on what we'll do with that scout, as well as whether we even want that curragh or should just go for a settler right away.
 
Yeah I actually saw a French settler on the hill N-NW of the ivory. If we want that ivory we might have to get our pointy sticks out. Good news was there was no spear but we are not alone on this peninsula.
 
Yeah I actually saw a French settler on the hill N-NW of the ivory. If we want that ivory we might have to get our pointy sticks out. Good news was there was no spear but we are not alone on this peninsula.

Disappointing, but good to know. All the more reason to settler out of Moscow right now.

EDIT: That, or put out an APB on warriors to go beat up France's settler and make sure that the ivory is ours right away. I think it's really important to secure that city site, for a number of different reasons.

If we can get France weak enough, and if they are actually on a peninsula and it's not just a big lake, I'd love to see them eliminated. I suspect it's a lake, and thus we could potentially have two fronts. That doesn't change a great deal, but it's still kind of a bummer.
 
It me up next, what I think is first move scout to top of mountain to see if French Settler is about and possibly send a warrior out if he is switch worker to warrior / archer / settler dependent on what the french are doing

I even think it might be good to move a warrior out immediatley, thoughts?

my preference is for a settler abandmont of st petes after curragh, will take 15 turns, especially if we need to fight the French
 
I just checked civ assist and the body of water to the east of the peninsula is not a lake. 1 food, 2 commerce makes it salt water and not fresh water but it could be a large inland sea.
 
I just checked civ assist and the body of water to the east of the peninsula is not a lake. 1 food, 2 commerce makes it salt water and not fresh water but it could be a large inland sea.

Yeah, that's what I meant.
 
If that french settler is unescorted, a warrior could get 2 valuable slaves. If he settles, you could get that town burned before it builds a guard. Definitely worth the try. Also, check for trades, there should be some good ones available. Try to get Frances techs before declaring war on them, too.
 
If that french settler is unescorted, a warrior could get 2 valuable slaves. If he settles, you could get that town burned before it builds a guard. Definitely worth the try. Also, check for trades, there should be some good ones available. Try to get Frances techs before declaring war on them, too.

I disagree on your last sentence--if we DoW France, it's to destroy that city. If we destroy that city, we'll be able to get a tech (probably) in the peace treaty, or at least get a heavy discount on it.
 
Right I have played two turns

Spoiler :

Pre turn move prod from Forest to plains and set Scientist on St Petes
Turn 2510BC

Warrior pops wheel from Goody Hut

Moved scout to next montain - no sign of French Settler , Goody Hut appears

so switched Moscow to settler

Met Babs they are down on the wheel, masonry and alphabet

Incas have IW and Mystcism

They would give Myst for Wheel but not IW, will

wait on this

Vikings down on Masonry Pottery Wheel and CB

nothing to offer

France down on wheel and CB

Worker had been put on auto move (try not to do this), my preference is also to road as it moves to colossus city,

No sign of French settler

Moved boat along south coast

With the Incas

Portugese Hittites and Ottomans still to meet

Inca, Portugese and Hittites will pop some goody huts

Move far warrior north to hill top and see Goody

Hut, will check this out

IBT

Ottomans popped Goody Hut near warrior I had eyes on - no barbarians appear

Babylon asks my scout to leave

Bad News French have settled city near Ivory - so switch what would have been a settler to an archer in 1 (will not push EOT button before consultation), move scout to nearby Goody Hut and get mysticism

Contact Ottomans down on wheel and mysticism

Cities on top of capital

Ottomans 1
Babylon 1
France 2
Vikings 0
Incas 2




Spoiler :
5cc.jpg


we need to get agreement on settler or worker from St Petes (my preference is settler) - this decision needs making quick

we need to decide on getting Archer or Settler from Moscow as well.

I will not play any futher to we have agreement.

And we have Horses not to far from Moscow
 
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