AG1 - I dream of Dromons (deity)

Originally posted by jack merchant
Chances are barbarians are going to be an utter pain in the neck though !

Talk about foresight :o


Here we go then:

Inherited Turn, 2750BC

Switch Constantinople's tiles so growth is slowed to allow granary to complete first

It would appear that there is only one source of ivory in existence, unless there are any more hidden in the fog. We are fortunate to have furs too as a second native lux.

We have a nice start, and because of the variant rules after map-making is discovered, I think our plan hereon should be roughly this: keep the capital spitting out settlers (Constantinople can be a 5-turn settler factory), found a second city to build barracks and mps for our homeland, have a third city to hook the ivory and start statue of Zeus buildup (this is less of an immediate priority, as we are guaranteed this wonder! The only way we can fail to get it is if we are beaten to the ivory, which ain't gonna happen!), and all other cities can then contribute to the building of our vast flotilla of warships.


Turn 1, 2710BC: interesting to note that America controls Tiwanaku...this leads me to believe that the mystery pink civ is the Inca and that the Americans are already fighting them!.

IT: Constantinople granary ----------> spear

Turn 2, 2670BC: northern warrior stumbles across a barb camp

Turn 3, 2630BC: warrior moves away from the camp, lux to 30%.

Turn 4, 2590BC: zzz

IT: Constantinople spear ----------> settler

Celts start on the Pyramids

Turn 5, 2550BC: spear fortifies, lux to 20%

Turn 6, 2510BC: southern curragh is approaching the pink border. Lux to 30%.

Turn 7, 2470BC: meet the Inca, who are up on us by masonry, the wheel, warrior code and iron working. Our other known neighbours are up by 3 techs, they all lack iron working.

Turn 8, 2430BC: zzz

IT: Constantinople settler ----------> settler

Japanese start Colossus

Turn 9, 2390BC: first settler to head east, for the game, lake and coast. This site will make a good mp factory.

Turn 10, 2350BC: zzz

Turn 11, 2310BC: notice that the Americans no longer own the Incan city.

IT: Incans start Colossus

Turn 12, 2270BC: the northern curragh is discovering lots of islands but no civs

IT: Constantinople settler ----------> spear (I'm going for spears rather than warriors because they only take a turn longer yet afford much better barb protection).

Turn 13, 2230BC: this next settler will secure the ivory, by heading for a hill which is on a river and coastal.

Exploring warrior finds another barb camp. Lux to 40%.

Japanese also know iron working now, but we cannot afford it to trade around.

Turn 14, 2190BC: Adrianople founded, starts barracks.

Both our curraghs run into barbarian galleys! :eek: unless an unknown civ is miles ahead of us, then this implies that map-making is no longer needed for barbs to spawn galleys?

Iron working still too expensive.

IT: both our curraghs are dispatched to a watery grave by barb ships. Not a great start to our naval glory, but we'll gain revenge someday...unfortunately this is going to seriously compromise our contact hunt.

Turn 15, 2150BC: lux to 30%. Iron Working is now affordable, just. It's going to tie up nearly all our resources but trade opportunities are going to be limited, so I buy Iron Working from the Japanese for 160g + 7gpt. We have iron outside Constantinople, and another source further east! :thumbsup:

Iron Working gets us the Wheel and 24g from the Celts. We have just one source of horses, to the west of Constantinople.

Iron Working gets Masonry from the Americans, they had no gold and we didn't have enough to get warrior code thrown in too.

Everyone is up warrior code on us.

IT: Constantinople spear ----------> settler

Turn 16, 2110BC: zzz

Turn 17, 2070BC: found Caesarea, which starts on curragh as we attempt to rebuild our navy.

IT: a barb warrior moves towards our warrior

Turn 18, 2030BC: I move our warrior away from the barbs :p. It looks like we're going to have a long, hard struggle against the barbs, pushing them back slowly through settling.

Turn 19, 1990BC: zzz

IT: Constantinople settler ----------> spear (with the barbs about, we need escorts; once adrianople's barracks is complete it can help provide them)

Turn 20, 1950BC: settler heading north to found another river/coastal city and bring iron within our borders.

Oh crap, on this last turn the Americans and Celts have picked up both writing and mathmatics :( The Japanese have writing only, the Inca have neither. Our min science approach is 5 turns from completion.

Overall, things very healthy, though lot to do to bring our navy up to scratch post-mapmaking.


Pic/dotmap and save coming right up
 
This is the save:

http://www.civfanatics.net/uploads6/AG11950BC.zip


Here's a rough attempt at a dotmap:

AG1Nad1950BC.jpg



The yellow (empty) circles are strategic resources and luxuries.

The white dot is where I would send the current settler in existence.

The blue dots are high priority.

The green dots are medium priority (the empty green circle is just to highlight that there is a barb camp on the tile I would found on).

The black dots are fill-ins (the empty black circle is to show a goody hut on the tile I wish to found that city).


I hope I'm not stealing Aggie's thunder! This is just a rough idea for the team to comment on and discuss.
 
I made an alternative dot map. The only difference is in the east, where I tried to put towns next to bonuses like the cow and wheat. This would allow them to start using them right away. Nad's map has the disadvantage that you need a temple or library to get these two resources.

AG1_Dotmap.JPG
 
that settling is WAY to spacy! move them closer together, so each city can use 12 tiles, no more!

:D
 
I realize I didn't take the variant into account when I made my previous dot map. We of course want to maximize coastal cities. So here is yet another attempt with that in mind. It has only 1 non-coastal city. Most cities work 7-8 Land and therefore 4-5 sea.

[Edit: I also tried to be careful to keep the number of hills and tundra to 2 per town, and the one mountain seperate, so we have as many tiles worked by coastal cities as possible as a despot]

[Edit: Also since we are going for the early win Carlos' point is well taken. Otherwise I might like the slightly more spread out version]

AG1_Dotmap2.JPG
 
I see it, but am scheduled for some out of town work during the next 32 hours, so if anyone would want to trade places with me, then do so.

Grimjack
 
Bad luck regarding the curraghs Nad :( I'm glad to see that we are rebuilding them. We definatelly should find those other civs before the AI does.

Too late for Writing... This means that we should go for Map Making next, because I don't see us getting Philosophy now. Getting the Great Lighthouse ourselves would make things a lot easier than when we have to capture it. Because THEN we are in a bad position with our Dromons that can't get to sea squares to avoid confrontation with the enemy. The fact that we can end our turns at sea squares makes the Lighthouse so vital for this variant. We then also only need to use the bombarment feature and not seek the direct confrontation with the enemy, thus no risk of having the Dromons killed.

Nad, I don't agree about this ivory being the only one. This is only one source so there must be some other ivory in the world.

I'm happy that the two of you made the dotmaps. I agree with the priorities Nad gives to them. Also agree with Carlos: we probably won't grow above size 12. I hope... Good to see that most cities are coastal, but that shouldn't be hard with this landmass :p

CarlosMM: It would be nice when you are able to play before Grimjack can (within 32 hours).

ROSTER:
Aggie
Nad
Grimjack ---> On deck
CarlosMM ---> Up now (if within 32 hours is possible)
Stuck_as_a_Mac
Greebly
Jack Merchant

EDIT: very nice dotmap Greebly :D
 
Originally posted by Aggie


Nad, I don't agree about this ivory being the only one. This is only one source so there must be some other ivory in the world.



Aggie: on a randomly generated map (one the game engine creates rather than one a human has created), luxuries of the same type are always on the same landmass. Because ivory exists on our landmass, it cannot exist anywhere else. Similarly, we have the only sources of furs, no other landmass will have any.
 
If we're going for the lighthouse, then the white dot shown in my dotmap will be the perfect location for it, as it can pick up decent shields quickly. I recommend that city go on the palace straightaway, as soon as the city is founded, so it can have lots of prebuild. Constantinople can provide a worker to improve this city's tiles.

Timed properly, it can complete the lighthouse as soon as map making comes in.

I don't know what I was smoking when I said Constantinople can be a 5-turn settler factory :smoke: It takes 6 turns to grow 2 sizes. In these 6 turns it can pick up way more than 30 shields, so Constantinople should build military between settlers.
 
Morning everyone... Great dot map, Greebly.

Lemme rant in regards to SMACX for a moment. What we're trying to do here is do a land based "Pirate" civ. Why cant, with the apropriate tech, man make cities in the sea? That was one of the coolest features of the Pirate civ in SMACX. Anyone know of any mods that do that? It might be a cool thing in regards to this game. If not, I like how we're maximizing the sea.

Ranting SaaM
 
Ever since Nad's training game where he told me his Lux discovery/rule, I have been following it and have yet to see a single exception to the rule. This included a case where a Lux only appeared once on the entire map.

I would put the chances that this is the only Ivory at 99.5% :D
 
check, all fine. a bit shocked by empty size 4 town, I must say. Remember barb horses.....

(1) lux up another notch, size 5 in Capital requires it.
(2) move
(3) move, found Nicaea, Palace started, lux down 10 as Spear is done.
I see no reason NOT to use the iron for the Great lighthouse - why move farther and waste time mining?
(4) barb dies to warrior.

aggie says, he wants Great Lighhouse placement decision dicussed. I will hold on playing right here.
 
Originally posted by Greebley
Ever since Nad's training game where he told me his Lux discovery/rule, I have been following it and have yet to see a single exception to the rule. This included a case where a Lux only appeared once on the entire map.

I would put the chances that this is the only Ivory at 99.5% :D

Yes.

AFAIK, there are two aspects to luxuries:

1) All luxes of the same type appear on the same landmass. I'm over 95% this is a hard and fast rule in the map generator system.

2) On a standard map with 8 civs, each landmass will have different luxes in direct proportion to the number of civs (eg 2 civs = 2 luxes, as is the case with our home continent in NMTWAV). This, however, is a guide, not a hard and fast rule. In this very game we have an exception: we are the only civ on our landmass and yet have 2 luxuries on the landmass. Nevertheless, it is true for probably 80% + of situations.

Therefore I'm inclined to agree with you, I'm virtually positive only one source of ivory exists in the world.
 
Back
Top Bottom