5CC Space Race interest thread

I think 1. only would become a problem if you only have France as your neighbor and they get into wars. If you have two neighbors, I doubt you would lose luxuries via AI-AI wars.
 
I think at this point it would easier to just forget about the Colossus since it would most likely involve abandoning both cities we have now. The most it can add is 21 gpt which isn't that great. If we make a science farm near the floodplains, we can get 5 scientists in despostism and 7 in republic which turns out to be the same as the Colossus but without the mess of moving cities and building/getting beat to a wonder. Not to mention the realistic maximum benefit of the Colossus is 12 since we won't have a metro until Shakes at the earliest.

Two pretty big errors in your calculations:

1. That's 21 more TRADE for the Colossus. Which gets multiplied by libraries, universities, and if things go well Copernicus' and Newton's as well.

2. Don't forget tourism income, which adds into all that as well.
 
I think 1. only would become a problem if you only have France as your neighbor and they get into wars. If you have two neighbors, I doubt you would lose luxuries via AI-AI wars.

You aren't wrong, necessarily. However, given the map layout it's entirely possible that France would block us in (or that they would ally in their neighbor against a distant power we want to trade with).

The likelihood of it happening isn't particularly worth the risk, given that the consequences would be pretty severe.
 
Someone's bound to fill up the coastal spots near your 5 cities you guys won't fill up also and might put harbors there also. Will France fill them all? I don't know.

Dwetzel said:
1. That's 21 more TRADE for the Colossus. Which gets multiplied by libraries, universities, and if things go well Copernicus' and Newton's as well.

And a research lab also. So, 10 extra science for the library, university, Cope's, and Newton's each until Flight without figuring in the Tourist commerce once you have a metro. Before that it's 6 extra science for multiplier building. Then 1 extra science per multipler building for the tourist attraction bonus, given 100% research, which can happen by the end of the middle ages, and it doesn't expire.
 
There is a question here. Do you guys want me to do the other save? The turnlog was the hardest part, and I can just erase the old entries. It would be cool to compare them.
 
I am happy for you to try other start if others are
 
Feel free to have a go at them, if you want to try out any of the saves other than B, tell me and I'll post them.
 
The B map is much worse. Only a masochist would play it very far. Ths map would be very challenging indeed. We can continue with A or scratch some better starts up.

Edit: I might try the rest if you post them, or try creating some. I think it is a losing battle, though.

Edit 2: Kept playing, Save B has some merit after all, but I've spoiled it for myself. Someone with better abilities could do an Elizabeth Boyle with this one.
 
lurker's comment:
Spamming to subscribe.

This will be a nice change of pace from the AW games. Have fun!
 
I've posted the three other Russian saves if anyone wants to take a look at them. And we decide these all aren't worth it, I'd still want to continue and try to find a good start.
 

Attachments

I can try these this evening most likely and/or continue starts until we find a suitable one, if we want to. Really, I don't think there's a lot wrong with the one that we have started though. It's certainly playable.
 
I think the Colossus is a great source of cash, but this can be won without it. It is a challenging map, but doable at this level.
 
I think the Colossus is a great source of cash, but this can be won without it. It is a challenging map, but doable at this level.

lurker's comment: I agree. The Colossus would be helpful, but you can do without it since you're going the peaceful route. I missed it in my 5CC Space game on DG but my nation is still well-positioned tech-wise and economy-wise in early Industrial.
 
Lurker's comment: In that first map I'm seeing a lot of rivers, bonus grasslands, some food resources and a lux not too far away; it's a good start. It's probably your 5 city restriction that makes you picky. Wouldn't most maps disappoint you?

If you really have the Colossus as a high priority, you could of course generate some starts with Mapfinder and ask for some coastal tiles. I mean, that would be an option you could choose. I could do it for you if you want as well. I'm not sure I've got a lucky hand, though.
 
Save C is looking sweet. DEFINITELY the cream of the crop. I will play it to 20 and stop, but I am very tempted. I may save the seed and parameters, this mIght be a strong Emperor or DG map.
 
Overseer

Looking forward to seeing your turnlog for C
 
I can post the turnlog and save right now.

Spoiler :

Pre-flight: CivAssist 2, Word running. Get the save loaded. Look things over.

Turn 0, 4000 BC: Move scout S, revealing tundra to the south. Move worker E, revealing a goody hut. I already like this one better. Settle our Capital, set production to a Scout. Begin Alphabet at 100%, due in 34 turns. Settling reveals game north and wheat west, neither in Moscow’s 21 tiles.

IBT: Absolutely nothing happens.

Turn 1, 3950 BC: Scout moves S, revealing more Tundra an 2 Furs. These should stay ours.

IBT: Nada.

Turn 2, 3900 BC: Scout moves N, finding a bay with fish. Decent Colossus site.

IBT: Nada +1.

Turn 3, 3850 BC: Scout pops goody hut, getting maps. The map shows us 2 Silks. This one is looking very good.

IBT: Worker finishes irrigating the cow, begins road.

Turn 4, 3800 BC: Scout reveals nothing new.

IBT: Moscow Scout=>Warrior.

Turn 5, 3750 BC: Scout 1 goes north, finding plains, desert, and another bay. First scout climbs mountain, revealing decent territory.

IBT: Moscow grows.

Turn 6, 3700 BC: Scout 2 finds another bay. We are possibly on a peninsula.

IBT: Nada.

Turn 7, 3650 BC: Scout 1 finds Spices. This is making me :drool:

IBT: Works finishes road on cow.

Turn 8, 3600 BC: Scout 2 finds possible lands end. Scout 1 finds nothing. Move worker to BG.

IBT: Moscow Warrior=>Warrior.

Turn 9, 3550 BC: Tricked again! The land widens out west of us. This is a strange land.

IBT: Moscow gets a cultural expansion.

Turn 10, 3500 BC: Scout 1 finds a wheat and a goody hut. And another bay.

IBT: Nada.

Turn 11, 3450 BC: Scout 2 finds lands end for real and a goody hut. Scout 1 pops the goody hut, getting 25 gold.

IBT: Moscow Warrior=>Settler.

Turn 12, 3400 BC: Scout 2 pops goody hut and we get Ceremonial Burial.
Scout 1 finds a goody hut.

IBT: Nada.

Turn 13, 3350 BC: Scout 1 pops goody hut and we get a warrior, also finds 2 Wines tiles.

IBT: Nada +1.

Turn 14, 3300 BC: Nada.

IBT: Worker finishes mining BG.

Turn 15, 3250 BC: Worker starts road on BG.

IBT: Nada.

Turn 16, 3200 BC: Nada.

IBT: Nada +1.

Turn 17, 3150 BC: Nada +1.

IBT: Moscow Settler=>Granary. Worker finishes road on BG.

Turn 18, 3100 BC: Worker moves to another BG.

IBT: Nada.

Turn 19, 3050 BC: Worker starts mining BG.

IBT: Nada.

Turn 20, 3000 BC: Nada.

Non-Combat
Settler 1
Workers 1
Scouts 2

Military units:
Warriors 3

Total units 7
Allowed units 4
Support cost 3

Contacts
None

Cities
Moscow, Size 2, growth in 3, Granary in 13 turns.

Sliders
10/0/0, Alphabet in 3 turns at -3 gpt, 18 in the bank.


By the way, I checked F10. Despite the SETI-like results, there ARE opponents.

The save:
 
Very nice. 4 luxs all close to each other. We should be able to get the furs and dyes with colonies and then cultural expansion from Moscow. A single city in the east should be able to nab the wines and one of the spices. A city in the west could have 2 fish, 1 cattle and a handful of BG which should make the Colossus site. I have a feeling there might be some land straight north us with another civ.
 
Yes, this looks about as good as we could hope for.

Unfortunately I think the wines are a bit out of our reach. However, with furs, spices, and dyes, we're in more than fine shape.

Wish Moscow had happened to be set up 1SW of where it is for city overlap reasons and to have picked up the wheat--no rational reason to do that though--just saying.

Where I would put cities:

1. 1E of where the settler is now. Good commerce site with river, dyes, fish. Unfortunately production there is el stinko, but you can't have everything. A couple of forest chops should do nicely then we can spit workers out of it.

2. Site to NW that will pick up the cow and two fish on expansion, and immediate use of BGs. Should start Colossus ASAP in my opinion.

3. Forest site that is N-N-NE-NE of Moscow, on the river bend. Picks up game immediately, will eventually have the sugar and at least one BG, though this does overlap one square with Moscow. Looks like a fair to good production town, so we can use that to spit out a few MPs/military.

I'm not sure where the fifth site should be just yet. From what we can see right now I'd either put it in the east to pick up the spice that's there or up to the northwest where we have a river and who knows what else.

One thing that I absolutely LOVE about this map is how defensible our position will be. It should be child's play to block off the choke point to the east (originally we could block the 2-tile one at the plains river wheat area, later on falling back to a 4-tile choke around the spices), which will let us expand easily and hang on to our luxes for quite a while. No reason the furs can't stay ours for most of the game, though we'll have to be prepared to kill off a stream of settlers being ferried in. If the large bulge of land to our north actually stops, this is a ridiculously good map. If it doesn't it's merely very good.
 
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