AKSG-01 First Try at Prince

good set of turns! firstly we need to scout more of our surrounding land to be sure where to plant the 2nd city. the marble incense site looks nice but theres no food to work any of those tiles so it seems a bit of a waste.

the south looks nice but with all that jungle well need iron working be4 we settle there. as we agreed our 2nd city needs to be a prod city i would look directly to the east, some forests and hills there

GJ on getting hindu :D
 
preturn: yeah silver and liq make jokes about starting next to monty and alex all the time but it's not really a joke in a sense that we are exaggerating it's frequency. Keep in mind we can still meet alex!!!

First of the critique =) you did fine man, no sweat. One thing tho that I do personally is really try and fog bust coasts as those fishies can make a completely bad area feasible.

Give an example here.

akk01gofish.jpg


that cow area might be a feasible but no idea what the coast looks like.. to the east recall you can work the 2nd water tile in, where fish (as opposed to clams) normally hide. In a sense we are gonna have to run back there to scout the coast now tho monty right there means the marble area isn;t a sane option period.

As for the marble area.. meh look at it.. plains and desert.. never mind monty is next to it, but look for food first, and steer clear of the shiny objects. Marble is like fake gold... it lures people away from the real land.

As I said tho no sweat.

BTW we have cows in the BFC. Good to know since that will change our tech path quite a bit.

So worker in 5 BW in 3 so lot of boring turns incoming! A micro trick that's used a lot is to "prechop" forests when a worker would be idle.. in an SG, liberal use of markers helps here. since we really want to get a plains hill into action I'll just chop that out first to assist the settler.

BTW those hills scream mine me and riverside forests lose the commerce.. the other forests should be shopped last/ not at all since capitol is gonna need as many hammers as it can get.


[1]3160 BC
ok my plan on scouting is to bust the tiles around capital first to suss out our 2nd city.

[3]3080 BC
BW comes in, Agriculture in 7. NO plop sounds but oh the irony <--- pun alert

akk01copper.jpg


should I have said 'Coppery' instead?... time to recheck the cow area posthaste...

Since the fractal map has a pathological need to put iron or copper 3 or 4 spaces from a starting area, if no room in the BFC, we can pretty much assume there's some iron just south or north of us.

[5]1685 BC
Worker comes online and we need protection for a settler at the least, work a plains hill to speed that along.

50 gold from that goodie hut in the screen.

And bad news bears for scout warrior
akk01badnewsbears.jpg


[6]2960 BC
wow bear wandered off out of sight... hmm ok well not making a beeline for cow area from that warrior hehe.

[9]2849 BC
Warrior comes online I start a settler with a chop for mine incoming in 5 move work back to flood plains.

[10]2800 BC
Ag comes in and hmm, rushing to masonry right this second isn;t gonna help us and we have cows to hook up. Hunting is a mere 4 turns due to us prolly being the nearly the last civ to research it. Hunting cheapens Animal Husbandry and leads to archery as we are not hooking up metal anytime too soon and monty is next door.

I dare a lion to exp us as warrior is in a forest and gets free exp.

[12]2720 BC
Whee hut, gives us a single hostile villager in the south, forested hill = free exp.

[14]2640 BC
Chop for settler comes in I move work to the hill as whip is only gonna be one pop. Hunting comes in, I go Animal husbandry in 8. Gonna pop that settler before 20 turns are up and leave my set of turns so we can decide on city site. Gonna be an odd number of turns so next up takes em. I fog bust cow area

finally and nada in the fishies department..
akko1whatsbehinddoornumberfog.jpg

one square of fog to bust south for a city 2 east of cows.

[17]2520 BC
And instinct pays off, there's a wheat hiding there. hmm screen shot poofed.

And I'm leaving the save here. Can whip the worker and save a few turns but this is a perfect place for people to discuss when to whip
akk01north.jpg


The Steamy South
akk01south.jpg


Not a huge ton of hammer rich sites are there hehe.

Note liq didn;t take his own bloody advice about scouting coasts.. but then I never even got NEAR that area east of the fish as I was running over to the cow area when the copper popped haha.

My vote for second city is 2 east of cows. It's gonna need it's first culture bounce to work but manages to snag an incense with a minimum of pain. Need to start blocking monty anyway. Oh in case I didn;t explicitly mention it, we need that copper.

I would say monty has land to expand to the east because he did not flood our lands with scouts/warriors. The entire time all I saw was that same scout and I had a warrior close to his lands. If he goes east with first settler we might be able to snag a city in the area near that rice cow as 3rd town.. we'd have to be fast tho.

Cheers!
-Liquidated


AKk (wonders what exactly a bigman is)
Liquidated (slacked on 2 turns)
Grover22 (up for 22 turns)
S.ilver (most likely abusing some 3 in 1 to get the rust out)
Corneh (wishes Liq woundn't use caps lock on trebs)
 

Attachments

:goodjob: Great set of turns liq! nice scouting overall.

im not sold on the northern cows city it does give copper but seems pretty hamer poor. i like 5 east of capital it would get the wheat + some hills and alot of forests. if we put that city 6 east we would get another pair of cows but lose a hill and some forests.

if i got my internet back at home (posting from work) ill look at the save tonight and post a dot map
 
Nice turns, Liq.

I like the site 2E of the cows. It'll never be a great city, but it can get us copper, which we will certainly need. Monty is never a good neighbor to me.

I'll wait for folks to sign off on my plans below before taking any turns. (I know Corneh was suggesting a different site for our second city. I do really want the copper, though.)

I think we should take advantage of the good food in our capital to push out some settlers and workers before we whip. If we whip the settler now (or a worker), then we shrink, and if we're going to build another settler or worker after the whip, it'll go slower. I'd save the whips for buildings or for the last settler/worker before we switch to a building or other unit, so that we can at least start to grow again right after we whip.

Capital:
finish settler (4 turns, no whipping)
start worker (estimated 8 more turns, no whipping)
start settler (or something else? estimated 10 more turns)
pasture for the cows is a priority, switch to working that tile as soon as we pasturize it

Second City:
found 2E of coppery cows (8 turns--4 to build settler, 4 to walk there)
start monument (15 turns--we'd grow first, and chop or whip before 15 turns)
start barracks (50 hammers needed, might get some overflow if we chop/whip the monument)
axe, axe, axe,...
send a worker there, possibly to chop the monument, to hook up copper, and to build a pasture for the cows

Research:
finish AH (5 turns)
start Wheel (needed to hook up copper, 7 turns)
Start Fishing (to make Pottery cheaper, 5 turns)
Start Pottery (for granaries if we're going whip-happy, 8 turns?)

Units:
keep the northern warrior roughly where he is to escort our settler.
have the middle warrior open the goody hut and scout out that area a little more; after he busts the coast, he could drift north and stake out a city site for one of Corneh's dots.
have the southern warrior finish (?) scouting down there and then drift back towards our capital, maybe fortifying on the gem hill?

When did we get a third warrior, by the way?

Civics:
Switch to Slavery, if that hasn't been done already

Alright, that's what I got. Let me know what you think, and don't pull any punches. I'll wait until we seem to have reasonable agreement before actually taking my turns.
 
Looks good. I agree on the copper city, we need to get that nailed down seeing as it appears to be the only metal in the area until IW. Looking at the site, I see 14 hammers per turn if we preserve the forests, so while it's not great, it'll work. We should have enough food to whip a granary when pottery comes around anyways.

It also makes a good Monty blocker, as you can bet he'll be coming our way shortly (the psycho always does). Might want to settle a city on the lone desert tile south of the eastern cows to finish the seal. The cows and rice will be able to keep it going until Civil comes and we can get water to it. Only problem is plains suck until biology, but we can run 2 workshops there at food neutral, so not horrible.

The good land is to the south, and needs more exploration before we talk about it. But it looks good with an abundance of hills and fresh water. Only problem is hacking through all that jungle, prioritize IW I guess...

IMO, don't whip right now, unless the priority is speed of getting the city out. We're working good tiles (equal to or more than 3 combined food/production per tile), so it makes little sense to whip right now, although the cost of regrowing the lost citizen is only 26 food. Hmm... actually, if we whip, we can switch to a plains hill while building a warrior to get another unit, and have pop back up to 3 in 5 turns.

Not entirely convinced that we should waste 5 turns on fishing after the wheel, as it simply delays are granaries, and we have no seafood in sight for the immediate settling pattern, but if someone more savvy at Civ math can prove that the few saved beakers are better than whipped granaries all around to halve food costs, then go ahead.
 
Getting Fishing before Pottery would increase our beakers towards Pottery by 20%, effectively making Pottery about 15% cheaper. (1/1.2 = .83333, but we lose a little bit to rounding). So by putting 57 beakers towards Fishing first, we'd effectively make Pottery about 17 beakers cheaper (my estimate) than if we researched the two in the other order. That's between 1 and 1.5 turns of research at our current rate, I think.

I could easily be persuaded to go directly to Pottery after Wheel. In fact, I think I've been persuaded already. :)
 
akk made 2 warriors I added one before the settler for escort.

Agree on not using the whip as we can leverage the population still.

we are spiritual so revolting to slavery was free. Akk took it on getting BW and yeah was in the report ... unlike cows in the BFC!!!! hehe.

Go fishing first before pottery... why? We will need it as it leads to sailing. Another few turns delay on el grainery isn;t gonna break us but overall it hurts us not to research fishing first due to the math you just posted. A turn saved now is worth more than a turn saved 200 later.

As for the post title akk, pm one of the moderators (listed on the main forum page for each section) if it's possible to change the title. Anyone familiar with SG's would understand why.

We must hook up copper asap and there's only one source. Yes it's 2 spaces from 2e of cows but to hook it up we are gonna want sailing for a bulletproof trade connect to capital. and that's gonna take time.

To explain the trade(network) connect in more detail. Sailing makes coastlines and rivers count for trade routes. Astronomy makes ocean count for trade. Wheel makes roads which count for trade on land until barbs come and erase them:lol:. Look at our capitol and realize it's on a river which empties into the ocean. That means our capitol will always be connected to any city that can trace a path to the same coastline once we get sailing and any ocean after astronomy (unless ships are blockading it).

To be honest, I'd want to take archery soon as even as first town, that copper isn;t gonna be too terribly fast in coming.

Cheers!
-Liq
 
Sailing makes the connection "bulletproof," as Liq writes, but I don't know that we need that kind of guarantee this early. Five roads would also work (one through the coppery cows, which we'd doubtless build anyway, as well as one in the tile east of them), and remember that our workers are fast.

I'd prioritize Iron Working (there must be iron out there somewhere) for city number three, and Writing (for a library to start running scientists in our capital) over Sailing. Maybe over Fishing/Pottery, too.
 
Liq, unpillagable trade route might be great, but we want a road there anyways as it's in Monty's direction. Contrary to their name, fast workers don't actually build the roads any faster, but we will be spending worker turns doing that anyways.

The reason I want to rush for Pottery is so we can get a granary up ASAP in our food rich capital and whip stuff out with double efficiency.

You're right though, 5 turns isn't going to kill us on the reserach for sailing, and we'll need it at some point anyways.
 
first of all, nice playing liq

second of all:

I like the site 2E of the cows. It'll never be a great city, but it can get us copper, which we will certainly need. Monty is never a good neighbor to me

You have my vote on this one... I believe that the new city will secure copper, that if we don't have will create more problems than we want... fighting monty with warriors for the next 1000 years doesn't seem like an appealing option

as for the city production queue, the two settlers seem like a very fast expansion rate... sure this will allow us to seize more territory but won't it sink us into paying for maintenace and halt research?? this is what happens to me every time i try this in civ4 (works very well on civ3); most likely im missing something here, idk

as for the tech que, i believe that researching something like IW or writing is more important, IW revealing iron... however, my experience of civ4 isnt that great to talk with much confidence on the issue

finally, the warrior moves put down by grover seem good to me, np there at all; the third city should be found to take advantage of the spices/sugars at the bottom OR to make a powerhouse... ill try post a dotmap as soon as i can
 
well not saying sailing NOW hehe just saying sailing is not something we will pass on ever as it's a core tech on par with ironworking.

IW for the south and let me assure you there must be iron either east or south of capitol. This map script is a no surprise when it comes to metal. If you roll a start on fractal and see a single naked grassland in hte starting BFC, 100% it's gonna be iron there.

I personally don;t care for the fractal map script for exactly this reason.. I like unpredictable settings where the "same old gameplan" will not work. It's really akin to people who only play a trait like financial and leverage cottages every game. Fractal pretty much, in my experience, allows for a BC rush every map so long as another civ is close by.

Now watch liq eat his words hehe.

Basically to move south we need workers and IW. IW can wait tho since we first must seal off our land from monty as best we can then back fill those steamy jungle love nests.

short term we need what... archery for something better than warriors (whom silver and I keep around like show ponies til the industrial age).

need fishing -> pottery for the whip and cottage cheese

Masonry if we manage to find something that has hammers :lol:

IW and sailing come after those imo since we do not need iron for defense.

Writing is not only a keystone tech but is the main way of slowing growth to prevent unhappys (specialists from librarys) that's when we can pass off settler creation to another town so in a bit.

Miss anything?

Cheers!
-Liq
 
We can afford rather rapid expansion in this case, because we started on floodplains, so we have the ideal terrain to plop down some cottages to finance REXing. Mind you, let's not REX too much, just enough to cut off the good land from Monty.

In that respect, Pottery is critical for cottages and granaries for the whip.
 
as for making another settler right off the bat, I'm not a huge fan but it's not something to rule out.

One, we have room to grow as FPs are really powerful start tiles and we have a lot of happy left to exploit.

Another point against is that we have a ton of fog around as well. More military not only to help assist the second settler but also to fog bust areas to prevent barb activity spawning close by.Be better if we could pop an archer as opposed to another warrior but alas that was what Hinduism was about hehe.

The 3rd major point is that without worker attention, new towns take a long time to get on their feet. Popping out another worker before a settler would help speed the process of building up.

Why we'd want to pop another settler so fast, try and beat khan to help seal our borders. The warriors we have all lived such that they can assist the 3rd towns setup now. Hard to tell but the land in the extreme south of my screen shows is all coastline in the fog surrounding the scout hehe. That warrior is coming back north in a turn or 3.

Imo I'd personally go for another warrior before settler, try and line it up so warrior finishes (if it's remotely possible hehe) at population 4 in capitol. that means they can run on ahead east to reach fog bust the path the settler is going to take.

Anyway akk. If there's one thing you get to learn in this SG, it's how to expand past common sense, and live to tell about it. It's what makes CIV4 fun in the BC years.

And nice on the title change. You talk to a mod?

Cheers!
-Liq
 
Well, my plan was to finish the current settler, build a worker, then build another settler.

If, after the cows get pastured, we can pop a warrior in the time to grow again or maybe a turn longer, I'd consider doing that before the second settler. Sound good?

I'll try to take my turn tonight when I get home from work, in about 2 hours.

Corneh, are you there? I was hoping to hear from you.
 
worker first sounds fine. I'd dare say you can never have enough workers but well... boffo1 says different :lol:

everything in moderation :rolleyes:

Cheers!
-Liq
 
The good highlights...
We build one settler, one worker, two warriors, and found one city. We research Animal Husbandry, Wheel, and Fishing.
We are one turn away from finishing Pottery, and we are two turns away from another settler.
We kill several animals, including a very important bear.

The bad highlights...
One of our two new warriors dies at the hands of a barbarian warrior.
We get a random event that destroys our pasture just a few turns after we finished building it.
Our settler has to idle one turn on his way to found the new city to be safe while the warrior acts as bear bait.

I stopped after 21 turns (rather than 22) because Pottery is about to finish and I figured it'd be a good time to discuss.

The details...
Turn 37 (inherited turn)
I do nothing, just hit enter.

Turn 38
Our eastern warrior gets 28 gold from the goody hut.

Turn 39
Eastern warrior fends off a panther, promotes to Combat I. Rests until healed (1.4/2.0).
Northern warrior sights a bear near our intended second city tile.
Southern warrior reaches the southern tip of land. He'll start heading closer to home.

Turn 40
Northern warrior cedes ground to the bear. The bear looks hungry.

Turn 41
Settler finishes. Start fast worker (8 turns).
That bear occupies our city site, 2E of cows.
Worker finishes farm. Starts another farm for 1 turn, but will switch to pasture the cows next turn when we have AH.

Turn 42
We learn AH. Start wheel (7 turns).
Horses appear 3E1N of capital and 3W2S of capital.
Worker begins to pasture cows (4 turns).
Eastern warrior is all healed up and resumes scouting, generally SW from where he was.

Turn 43
Eastern warrior fends off another panther attack and goes back to rest (1.5/2.0)
Northern warrior/escort moves onto our city site and sees the bear 1E of him.
Settler holds his ground rather than move onto the city site. So he stays idle for a turn, but we really need to see what the bear does before I move him further.

Turn 44
Southern warrior spots Monty's scout away down south (western peninsula).
Northern warrior fends off the bear attack and fortifies in place. (0.6/2.0)
Settler moves onto city site.

Turn 45
Bombay is founded. Work grassland forest. Growth in 11 turns.
Start monument in Bombay (15 turns--we'll whip after growth).
Southern warrior sees a panther, heads for a forest/hill, and sees a bear from there. There has apparently been a jailbreak at the zoo.
Worker finishes pasture and resumes earlier farm. Allocate Delhi citizens to work the new pasture.

Turns 46-47
Southern warrior beats the panther, promotes to Combat I. Loses sight of bear.
Eastern warrior is healed and scouts a possible peninsula or isthmus to the southeast.

Turns 48-49
Random event: Fire ants destroy our brand new pasture!
Delhi finishes worker, starts warrior (2 turns, growth in 4).
New worker and old worker both move to repasture those cows.
We learn Wheel. Start Fishing (4 turns).

Turn 50
Pasture done. Work it.
Workers resume the farm that was already started.
Warrior done. He fortifies in Delhi.
Start another warrior (2 turns). Growth in 2 turns (after shifting to pasture).

Turn 51
"Southern" warrior fortifies on gem hill. (1.9/2.0)

Turn 52
Farm finished. Workers start road from Delhi to Bombay.
Delhi finishes warrior. He moves generally SE to bust some fog for us.
Delhi grows (size 4). 3F(net)/8H/4C from our four worked tiles, plus 8C from the palace.
Delhi starts settler (8 turns).

Turns 53-54
Fishing finished. Start Pottery (6 turns).
Eastern warrior reaches the end of the southeastern peninsula and starts heading home. Here's the view of the south:
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Turn 55
Our newest warrior, the one moving SE-ward, meets a barbarian warrior and heads for a jungle tile for defense.

Turn 56
The barbarian warrior kills our newest warrior, 4E2S of our capital.
The gem hill warrior gets off his hill and moves to interpose himself between the barbarian and our capital.
Bombay grows to size 2, and we whip its monument.

Turn 57
Bombay finishes monument and starts barracks (13 turns, cultural growth in 10).

Turn 58 (BC 1680)
Road to Bombay is complete. One worker returns to Delhi.
We'll finish a settler in 2 turns.
We'll finish Pottery in 1 turn.
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The Batting Order
AKk (in the hole)
Liquidated (whatever's after in the hole)
Grover22 (just took 21 turns)
S.ilver (up for 21 turns)
Corneh (on deck)
 
I'm up? Ok. I got it but won't be able to play it until tomorrow. Waiting for replies on NCSG3, and JUST FINISHED a bloody epic war in Boff-1...

Please discuss plans (like where to settle the upcoming settler), while I clear my head.
 
Well, there's a barbarian warrior out there SE of our capital. He was last seen 4E2S of the capital, two turns ago. So wherever that settler goes, he'll need an escort.

We have a Combat I warrior SE of Delhi who could escort if he led the way, I guess. And another warrior garrisoned in Delhi who could be pressed into service. (What would removing him do to our happiness?) The warrior returning from the southeastern peninsula won't get home in time to help.
 
sorry for not putting up a dot map it seems i dont have any internet at home :/

now that we settled the copper city i would put our 3rd city 6 east of capital it will have cows and rice also blocks monty and got some forests to chop

we also need to decide if were going for a SE (specialist economy) or an CE (cottage economy) as were ghandi and hence the philo trait i would go for an SE with such a nice capital
 
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