5CC Space Race interest thread

Kibitzer:

Do you not risk loss of pop, if you work flood plains? If you get disease, you get it two turns. Couple that with a loss of a turn to move to the other site? Not saying one is better than the other as that is more work than I am willing to do, but just 2 factors that have to be added into the equation.
 
DWetzel's correct about Moscow making a BG available with the city place on the ivory. You'll also pick up the game tile that way. I forgot about that in my previous kibitzer analysis. The ivory looks like the better spot now.
 
I like the extra BGs that settling on the ivory gives us.
 
Me so soon? OK, I got it. Depending on my impending sleep pattern I may even pound it out tonight.

Plans:

Code of Laws
Settle on Ivory
Peace with France.

Anything else to add?
 
I think we are already back at peace. Maybe settler/ abandon st petersburg?

Yeah, I assumed that since with the settlers we have now we'll be at 5 cities.
 
Well, I've played all of two turns and I have some unfortunate news. Inca have popped Philo from a hut (and also took Mapmaking), so no slingshot for us.

We have invested two turns into Code of Laws (20 turns left, though practically speaking it will be less), do we want to continue forward with research? I could argue either for that or for switching to Math now (leading thence to Construction).
 
Hmm, I'd say continue with CoL it is fine trade bait, since the AI rarely researches it. We'll still need it, so no sense starting it again later. Math is one I usually trade for.
 
Yeah, that was my inclination as well, figured I'd check in quickly.
 
A fairly uneventful turnset, except that I really despise the Inca right now. Mostly building workers and the like.

Oh, and we're at war with Babylon, because I'm a greedy bastardo. We should be able to get out of that in a couple of turns though.

Turnlog:

Turn 0 (2110 BC):

Switch science to Code of Laws, due in 23 turns at the moment.
Switch Moscow to worker.

Settle Rostov on top of the Ivory. Our workers have connected Ivory to Rostov! (OMGWTFBBQ!!!!!). Set Rostov to Pyramids, due in 200. Fortify archer in Rostov.

With the settling of a new city, our gold deficit drops to -1 and Code of Laws drops to 19 turns.

Hit Enter.

Turn 1 (2070 BC):

Not much to report. Scout 1 spots a goody hut across a small lake.

IBT: Apologize to France for our scout's rude intrusion onto France's mountain.

Turn 2: (2030 BC):

Moscow worker --> worker.

New techs to buy: Mapmaking (Inca) and Philo (Inca).

With the loss of pop in Moscow, CoL is now at 20 turns.

Move units, stop to consult with team re: research. Decide to press on.

Turn 3 (1990 BC):

Pop a warrior from that goody hut. There's an unescorted Babylonian settler next to me. Executive decision time: I DoW Babylon and smite the settler, yielding two slaves that should arrive home around 1 AD (OK, not quite that bad).

Turn 4 (1950 BC):

Moscow worker-worker.

Inca have Literature. Geez.

Settle Yaroslavl at the river mouth as agreed to. Start a worker in 10 turns (we can change this).

Turn 5 (1910 BC): France settles in the desert north of Rostov.

St. Petersburg settler-abandons, reducing us to 4 cities again.

Turn 6 (1870 BC): not much

Turn 7 (1830 BC): Moscow worker-worker.

Turn 8 (1790 BC): not much

Turn 9 (1750 BC): Moscow worker-worker.

Turn 10 (1725 BC): not much. There are barbs including a barb hut north of our scout, be wary of going north.


Handoff notes:

There is a group of 3 workers near Novogrod. They should road + mine the space they have just moved to. Then they can move 3NW (along the road) and road/mine that BG. I was in the process of synching up our second group of 3 workers; they are about to group up at Rostov and start road/mining those other BGs at Rostov. We should be able to get Rostov super-productive very quickly. Novogrod is also about to pick up another mined bG in 9 turns, which will help it progress further. And we'll be hooked up to ivory by then, so that's a plus.

It would be very helpful to have the space 1NE of Moscow roaded to be able to actually get east/southeast faster; the river is in the way at the moment. One of the worker groups should do that and work southeast after Rostov is mined up.

Barbs ARE on, so it may be a wise idea to halt our settler for a turn, switch Yaroslavl to a warrior and work the forest (warrior in 2 that way) to escort the settler to its final destination. I just didn't think of it in time to escort it. Oops. I would personally put the settler on the hill immediately west of the spices; that's a nice defensible area, gets the spices, the fish, a couple BGs, and a bunch of hills. It'll be a nice productive town, eventually.

We have two slaves that are under our FAR western warrior; I'm moving the other warrior to join them and then escort home. If I counted right they're 29 spaces from Moscow, so no immediate benefit, but in about 20 they'll arrive in the vicinity of our fifth city and can begin some forestry operations there. Slaves are never a bad thing, and I just couldn't resist.
 

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Actually mathematics wouldn't have been bad since that would give us the SoZ if we wanted without having to worry about wasting shields with overrun from using a another wonder as a placeholder. Either way, those AC should easily be able to run over the French and give us some more slaves. I think Overseer is up now.
 
Actually mathematics wouldn't have been bad since that would give us the SoZ if we wanted without having to worry about wasting shields with overrun from using a another wonder as a placeholder. Either way, those AC should easily be able to run over the French and give us some more slaves. I think Overseer is up now.

We should comfortably be able to research Math next without having any overrun, if we so choose. (And I think I would so choose, personally, unless someone materializes with it and we can trade.)
 
inca seem to be popping tech after tech (or the hittites as well) and trading with each other
 
We could send warrior from Moscow to escourt settler and replace, this may be quicker
 
I would be reluctant to overrun the French, rather have a weak France North than Inca cities.
 
The French can be our shield, when someone DoWs us, we'll do a ROP so that we can get through to the enemy. Burn a couple cities, get an advantageous peace and move on. Another thing we can do is gift captured cities to our friends, which gives no rep hit like razing does. In a game like this, wars are not going to gain territory, so lets wait until it really is necessary. Got the save, will try to start tonight.
 
DWetzel said:
Slaves are never a bad thing...

In this case Babylon won't end up as a (stronger) trading partner, for a few reasons. That doesn't necessarily imply you shouldn't have taken the slaves, but getting slaves... even if you buy them... does have a potential downside to it.
 
In this case Babylon won't end up as a (stronger) trading partner, for a few reasons. That doesn't necessarily imply you shouldn't have taken the slaves, but getting slaves... even if you buy them... does have a potential downside to it.

This is true. Easy enough to, should we choose, gift them up to tech parity at the end of the Ancient Age; after that it's more problematic. I don't mind having the scientific civ be weaker economically though--there are advantages both ways.
 
What's done is done. I'm surprised you won the battle with a conscript, my conscripts get their butts kicked by barbs.
 
What's done is done. I'm surprised you won the battle with a conscript, my conscripts get their butts kicked by barbs.

The settler wasn't guarded, so it was a surprisingly easy fight. :p
 
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