5CC Space Race interest thread

Got me there! Maybe I should read the turn-logs better, perhaps? I usually see settlers with escorts. I would have done the same thing.
 
I think with barbs on, we should push a few more military out, I would hate to see Novograd sacked. How many workers do we need? I think trading code of laws for literature might be good too, then we can build some libraries
 
I think with barbs on, we should push a few more military out, I would hate to see Novograd sacked. How many workers do we need? I think trading code of laws for literature might be good too, then we can build some libraries

I'd hold off on trading Code of Laws around for a bit; hopefully Inca will sell/trade some of their techs and those techs will be cheaper. I'd love to be the second trader in, not the first. I'd probably trade CoL for somthing like Math + Lit if that became available, but not for less than that.

Workers can always be added in to cities later, plus we'll want to connect roads to the far-off civs to trade anyway, plus we will need a colony for the furs. I'd crank out another five or so AT LEAST and then work on a wonder or a temple or something.

I do agree that it would be good to get a few random warriors spewed out; MPs + barb hunting is more than reason enough.
 
I have traded a bunch, hope everyone is ok with that. Unfortunately, everyone was being tight with trades, so I didn't get everything. We do have all techs from the AA except Polytheism, Map-Making, Currency, Republic and Construction. The Inca have Polytheism and Map-Making, so hopefully we will only need to research Currency and Republic before moving to the MA via trades. It looks very good, we are even at peace with everyone now.
 
Works for me, especially if there were multiple trades to be made (I assume CoL was a pretty good trade bait).
 
Here is the turn-log:

Spoiler :

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

Non-Combat
Settler 1
Workers 6
Scouts 2

Military units:
Warriors 6
Archer 1
Curragh 1

Total units 17
Allowed units 16
Support cost 1

Contacts
Babylon-War
France-Peace
Inca-Peace
Ottomans-Peace
Vikings-Peace

Cities
Moscow, Size 2, growth in 2, Worker in 2 turns.
Novgorod, Size 3, growth in 6, Colossus in 33 turns.
Rostov, Size 2, growth in 10, Pyramids in 127 turns.
Yaroslav, Size 1, growth in 8, Warrior in 2 turns.

Sliders
10/0/0, Code of Laws in 9 turns at -2 gpt, 39 in the bank.

Hit enter=>

IBT: Barb warrior threatens scout 2.

Turn 1, 1700 BC: Move workers Move slaves and escort toward other escort. Scout 2 moves away from barb. Scout 1 finds another goody hut.

IBT: Moscow Worker=>Archer. (need to grow our capital)
Yaroslavl Warrior=>Warrior.

Turn 2, 1675 BC: Move settler and escort. Slaves and escort hook up with second escort. Scout 1 pops goody hut…phooey! Useless map.

IBT: Nada.

Turn 2, 1650 BC: Scout 1 moves S, hope to outflank barbs.

IBT: Nada +1.

Turn 3, 1625 BC: Somehow we must’ve met Portuguese scout. They are up by Iron Working and HBR.

IBT: Workers finish mining Rostov BG. Moscow grows.

Turn 4, 1600 BC: Scouts find nothing of interest. Workers move to another BG at Rostov.

IBT: Moscow Archer=>Archer. Novgorod grows, making the Colossus just 19 turns out.

Turn 5, 1575 BC: Scout 1 goes to hill near Babylon, and runs right into a spearman. Oops, bye bye buddy. Plant Yekatarinaburg on hill near spices. Start a temple as a courthouse pre-build. Send new archer on a barb hunt.

IBT: Weird, our scout survives!

Turn 6, 1550 BC: Move scout 1 to safety. I am going to stop describing worker moves, as it is pretty cut and dried, mine, road, move, mine road, move.
Set slider to 80% to get the slight overrun on CoL.

IBT: CoL arrives, begin the big picture trading round. Go to the Inca first, get Philosophy and 58 gold for CoL. Next, go to the Ottomans. Gift them Writing to open up the Philo/CoL for trade. The dirty so-and-so wants a fortune for Mathematics, but I’ll get it back the trade is nuts, Philo, CoL and 70 gold for Mathematics, but I do it. Next is Portugal. They are better, get Iron Working and Horseback Riding and 55 gold for Philo and CoL Go back to the Stinkin’ Incans and deal them Mathematics, 60 gold and 6gpt for Literature. Trust me, it will pay off. The final step. Make peace with Babylon for Alphabet and 85 of their gold.

Turn 7, 1525 BC: Set slider to 100% at -7 gpt and Currency is 20 turns away. Slave escort finds barb village, oh for some horsemen. Switch Rostov to Statue of Zeus, due in 38 turns. We have Iron nearby, but eventually we will lose it to AI settlers.

IBT: Moscow gets a cultural expansion, then: Moscow Archer=>Worker.
Yaroslavl Warrior=>Library.

Turn 8, 1500 BC: Send new archer on barb hunt. MM Novgorod to use a BG that we can now work.

Non-Combat
Workers 7
Slaves 2
Scouts 2

Military units:
Warriors 8
Archers 3

Total units (supported) 21
Allowed units 20
Support cost 1

Contacts
Babylon-Peace
France-Peace (Polytheism, Map-Making)
Inca-Peace
Ottomans-Peace
Vikings-Peace
Portugal-Peace

Cities
Moscow, Size 4, growth in 2, Worker in 2 turns.
Novgorod, Size 4, growth in 5, Colossus in 16 turns.
Rostov, Size 2, growth in 10, Statue of Zeus in 37 turns.
Yaroslav, Size 2, growth in 16, Library in 20 turns.
Yekatarinaburg, Size 1, growth in 7, Library in 37 turns.

Sliders
10/0/0, Currency in 3 turns at -8 gpt, 83 in the bank.


A couple pictures, note the Iron locations.
Spoiler :

CoreWest1500BC.jpg


CoreEast1500BC.jpg




The save:
 
Nice trading do you know if the Inca have Monarchy on top of Poly, looks like Inca and Ottomen are going to be strong ones, is it just hittite we have yet too meet?
 
The Inca are the ones that may help us the most, but the Ottomans are good if nothing else for gifting. I think if we keep the trading going, this might be an early launch. I'm not sure you can see Monarchy until you get to Polytheism, but I'm not really interested in that except for the Hanging Gardens and trade bait for MA techs. I think research Currency and Republic in that order and hopefully get into the next era by trading.
 
You can always hit F7. If someone has started on The Hanging Gardens, then they have Monarchy. If someone doesn't build The Hanging Gardens, then they probably don't have Monarchy. I checked your guys save, and no one has started THG yet. Rostov could use a mined BG for instead of the game for an extra beaker, which would knock Currency down from 18 to 17 turns (I think TheOverseer made a typo).
 
Idle curiosity note: I'm trying a similar game (5CC space, anyway) with India of all people (they struck my fancy). 1355, 2 turns to Mass Production. Fun stuff. An absurdly good map for the game, though.
 
Maybe after finishing the BG, we should road the game. I think we need to use that tile for the growth when we can. Maybe even chop the forest and irrigate it. We can always replant later.
 
India sounds challenging for a 5CC space game, but WE's don't require resources, so thats a bonus.
 
Maybe after finishing the BG, we should road the game. I think we need to use that tile for the growth when we can. Maybe even chop the forest and irrigate it. We can always replant later.

I dunno, I'd leave it for now. Once we get SoZ in place then I could see chopping it (if nothing else, we'll be able to use the shields from the chop if we wait). Plus we should be able to take care of growth by merging workers built from Msocow.

I do agree that a road would be a Good Thing.
 
India sounds challenging for a 5CC space game, but WE's don't require resources, so thats a bonus.

Fortunately, that wasn't much of an issue for me. Though I will readily admit that those are a very nice bonus.

If anyone's interested, the starting save is attached. 1774 AD is your target date. Shouldn't be that hard. :) And now I'll stop digressing.
 

Attachments

I might just take up that challenge after this current game. My Maya empire is cruising along in 1010 AD researching Steel in 4 turns. OF course I have many more than 5 cities...
 
After SOZ we need to get a barracks, library and marketplace asap, (what should the order be), I like the idea of vet ancient cavalry asap, but the other building may be more important
 
After SOZ we need to get a barracks, library and marketplace asap, (what should the order be), I like the idea of vet ancient cavalry asap, but the other building may be more important

I'd probably go library, barracks, market in that order. That should only have us spit out one regular ACav if my math is correct. And that's still a useful critter to have around. As we will be researching full speed the market should be lowest on the list of priorities.

Once we have the Colossus in Novogrod it should start directly on a second wonder, the Mausoleum. This assumes that Novogrod is where we intend to put Copernicus, Newtons, etc.--having the Colossus there basically implies that. The Mausoleum provides another cheap wonder that gives tourism income. I realize we'll have to work an aqueduct in there at some point, but hopefully we will be able to buy that (or Ancient Cavalry-rush it) when the time comes. As many cheap wonders that are tourist destinations (Mausoleum, Great Lighthouse, Great Wall) that we build there, we should--and any cash we have should be allocated to building infrastructure there in preference to our lesser cities. (We'll need to be careful to NOT build any unnecessary culture getters in that city though--one thing I noted in my India game was that my capital had about 17,000 culture at game's end, raking in about 100 cpt.) I wouldn't be terribly averse to building the Wall (for instance) in Rostov, and have a second pretty darn good city. But we can definitely afford to have those two cities basically on wonder duty for a long while since we have SoZ pumping out the Ancient Cav. Other cities can afford to build their infrastructure the old-fashioned way, with one perhaps starting a Palace prebuild for an expensive wonder (say Sistine).

That, or we could go army-heavy from the other three cities and beat France to a bloody pulp. Effective, but probably not necessary.
 
I'll have it played today or tomorrow and will keep all of that in mind. Should I go the customary 10 turns or say play up to until the Colossus is finished?
 
10 should be okay.
 
Lets try to keep to 10 turns, I did just 8 to get us even. I think a war with France would be fun, but not really necessary. If we could scratch together enough players, maybe we could put together an AW for us mere mortals.
 
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