Antonius Block's Star Spangled Slaughter-European Team

2190bc Preliminary check round.

2 workers? I'd prefer a couple more. TC is using two unimproved tiles with more soon given its growth rate. I'm going to build couple of workers there when that settler is finished. CC will fall into disorder when it grows so we'll need to play with lux rate - we're on 30% which is too high. Maybe that wandering warrior shoul be back home with his feet up keeping order soon. We have 35 turns to go to Pyramids - I'm still not convinced we need it unless we're going for ICS. 400(?) shields is an awful lot but I'll go along with the majority. I rarely build any wonders at all before the middle ages.

Boston is building a scout - I've swapped it to a worker and adjusted the squares to build it in 2 turns not 7 - those flood plains need irrigating desperately and the resulting growth will pay back the worker very rapidly.

The Arabs are offering wheel for 40 gold, they have mysticism but its not avaialble.
The Koreans will trade wheel+10 gold for masonry - normally I'd take it like a shot and let them build Pyramids for me but underthe circumstances maybe not. Have the Arabs met the Koreans? if so they'll trade masonry first. I'll check that. Mm - no contacts avialable. I'm going to trade CB for 10 gold +Wheel with the Koreans. Horsies show up just east of TC and south of TC. Good news :) The horseman - knight - caalry route is the one I follow in most games.

What to research next?? Arabia has Mysticism so when that gets traded around it wil get cheaper. I'm going to go for writing and get embassies as soon as possible. Lets beeline to Republic with maybe the GLib along the way. Research piled as high as possible - losing 1 gold per turn but I can drop lux soon and get that back and more in Republic. We dont need cash right now.

(1)2150bc Tc worker moved to bg and will mine there next turn. More ivory spotted to the West and southwest. Reminder:Must install snoopy into ptw.

(2)2110bc Silks completed.Boston finishes worker and another is ordered. Warrior back home - we can drop lux to 20% now. Its just TC that needs 20% lux to stay in order. Writing will now take 19 turns and we are pulling 2gpt.

(3)2070bc 2 workers irrigate flood plains in 1 turn. Blue border spotted in far north west - must be Koreans.
Pyramids is still 32 turns away and Tc needs a granary now!! TC grows and lux needs to go back up to 30%. Warrior from CC sent to TC.

(4) 2030bc TC builds a settler. Sent to white dot - will grab horses there too. Tc doesnt need warrior now so sent back to CC. Doh. Flood plain roaded. Lux down to 0%. Research on 100%. We lose 1 gpt but writing is down to 13 turns.

(5) 1990bc we meet the French. They dont have pottery or the wheel and are impressed. They only have 10 gold so not a lot of use to us! Meanwhile the arabs have horseback riding. I'd like that but they wont sell. Korea still hasnt got masonry but cant afford to buy anything. Not many good huts around and no barbs. What were the settings? I'm sending out settlers unescorted.

(6) 1950bc Nothing much. Built a warrior in TC on civilian suppression duty and start another settler. Lux back up to 10% as CC grows. Pyramids down to 26 turns. Sigh.

(7) 1910bc We meet Korean warrior pair. We are still 2 techs down on Arabs but writing should give us nice trades. The Ai rarely researches that route.

(8) 1870bc Colville (!) built on white spot. A goody hut in far west gives us - a warrior - yuck.

(9) 1830bc Nothing much to report.

(10) Boston builds another worker. Needs to hook up horsies and Colville. TC builds a settler. heading for red spot but can decide to go on to white if next player thinks thats a greater priority.

I guess there are only 4 civs in the game and we've met them all now. There is a huge jungle to our west which limits our expansion. If this were a competition game, I think I'd startbuilding 20 horsies or so then go and conquer the world - or at least get a nice FP in a foreign capital! I'm not much of a builder normally!
 
I can see one of the problems with being "across the pond" is all the action happens while I'm away and I come into work in the morning to read about it.

Glad col figured out which save to play from:lol:

Except for being a giant warmonger, I think col's thinking pretty much matches mine. We need to get productive cities ASAP. Pyramids were optional but since everyone else wants them and its not THAT far off OK. Glad you build workers instead of scouts. There weren't enough huts to justify more useless explorers.

Yeah, we have horses! They will make war much faster with their higher movement. We've got a lot of ground to cover.

Col, read through the beginning of the thread. The civs were listed in a screen shot (space race). I think there's 6. We're on continents so there may be civs unreachable right now.

I think with the reduced number of civs, large map, we'll be building cities uncontested for a while. I say builder mode to get a highly productive core. We' will have gold coming out our butt so definitely build lots of horsemen and then cash upgrade to knights and go find a second core to take over. Hopefully we'll get a leader for a FP. Going republic will be great for this strategy.

I still think the Spaceship is the best goal for this game but I'm OK with Conquest too. Domination may be too easy with the reduced number of civs and all our food bonuses in the homeland.

@Banzai
OCP-Optimal City Placement. Bamspeedy has a nice article on his website. It means only 1-2 tile overlap. Good for claiming territory and having productive large cities in the modern age. Its bad for ancient age because a lot of tiles go unworked. It's also harder to defend because troops take at least 2 turns to get from city to city. If we use your dot map (which I really like) we will be going OCP. That means we're better off going for spaceship to captialize on our modern age strength. If we go all out war, we should be doing a tighter build pattern like col usually does. Cities three tiles apart allow troop shuffling in 1 turn and better use of tiles when cities are only at size 6 or 12. We should decide which way we want to go soon before we have cities plopped down that aren't helping us to our victory condition.

Dotmap-very good for OCP. I wouldn't change anything.

Pyramids-I was originally against them. Seeing all that jungle and mountains made me think twice. If we have to found a bunch of jungle towns. These towns will need lots of workers. If each new town starts with a granary, each town can build its own workers and still manage slow growth. With industrial trait, I think all jungle towns could be self sufficient and improvements would stay just ahead of growth. Will have more than 8 towns so will make up for the 400sheilds.

I see it but I won't officially GOT it until tonight. Unfortunately, I may not be able to post until Monday as my home connection is too slow. Let me know if that's a problem.
 
No problemo to me, CF!

Good work, Col!
BTW: the wandering warrior cannot go back home. He comes from a goody hut!

other BTW: why are there so few huts?
 
Antonius Block set the barb level at sedentary. That is tied to the frequency of huts too. Less barb camps but less huts also.:(

GOTM (Game of the month) staff has figured out how to separate the hut setting from the barb setting but I don't know how.
 
I dont think I've played a sedentary game for a long time - and only 6 civs :eek:. Thats a new one too. I guess AB likes building ;)
 
He was very afraid!!!

Honestly the real reason for 6 civs and sedentary barbs was that I wanted the civ to have time to grow before inevitable conquest: not just because our UU arrives so late, but that it might give the edge to expansionism, and because it will also give a late edge to industrious as we get our roads hooked up and cities ringed faster- if our enemy is far, then we get to them faster down the roads than they could ever reach us.

And I can see one major difference between this game and the other SGs (all US 1.21) I've been in: you guys do ALOT of talking about what you are going to accomplish between turns.
I am sure that is a good thing, preferable to having to erase progress each new start.

I think you are next, Control Freak, if I have the order right, and I am on deck.
 
I looked at the SAVE over lunch break. (Don't tell anyone I installed Civ at work:p) I now know that I think like col, I made only one change preturn. I opted for growth 1 turn early in CC sacrificing the 2 sheilds from the forest.

Question about exploring. Why are we meandering? I expected to see some nice straight mole tunnels West with branches leading N and S at various intervals. Instead there are a lot of diagonal lines. Moving on the four compass points reveals about 5 tiles per turn. Moving NE,SE,SW or NW only reveals 3 tiles per turn. Much slower.

@Antonius Block
I posted a sort-of-got-it back a bit so you're right, I'm up and you're ondeck. I'll try not to hose you too badly:p .
 
The main reason is to get two moves on grass or plain rather than one move slogging through jungle and forest - at least that's what I did! That way you expose 6 squares rather than 5!
 
Oh yes, the scout movement. But still, I would think the mole tunnels could have been a bit more directed. (three players worth of tunnels now, not sure what should have been different. Just making comments.)

@Antonius
I told you I like to discuss alot;) In the long run I think this does several things.

1. No one get that mad at other players because we're all in agreement on where we should be going.
2. You can learn a lot from the way other players think about the game.
3. We get things done faster and more efficiently because we have a common goal.
 
I'm still seething over "Colville" (;) )
 
I'm with CF here. i like to discuss things. Its interesting to read why people make the choices they do. Some things are just a question of style but other things we can all learn from. I think also we will be much more successful if we play to a common goal.

He who founds, names. ;)
 
He who founds, names... I like that.

What is your rule on units? I would think "named by the creator in charge when it is produced" because we all switch cities around as we take over anyway. Though if you guys are like me, you'd end up forgetting to name most units, in which case, the winner of a battle names it (hopefully, in my way of thinking, with a reference to the battle, such as the "Mountain Barb Dispatcher").
 
I only ever name units that produce a leader - so entirely up to you.
 
I like to name city defenders so I have a count later on or can remember to rebuild one if I have to send one out after barbarians etc.

I will name units that play an important role in the game; takers of cities, starters of golden ages, valiant last stand units that hold off a seige, etc.
 
After looking a bit more I want to talk about settling order. None of this will probably get done on my watch but it may start having an impact by AB's.

All of our Productive grassland is to the east but all the known civs are to the west. While normally, I like to expand toward the other civs to limit their territory, I'm not sure settling the hills and jungles before the grassland would be wise.

col is hungry for lux but there are none close and even with industrious workers, it will be the next millenium before we connect anything through the hills/jungle.

I think we should build our core, let the AI do what ever and trade for lux if we need to. Like I keep saying, we'll have lots of gold. The only problem is that France really isn't that far away. If there were no jungle between us, I'm be making war plans. Maybe we should have a war plan toward France anyway....depends on what kind of land they have. They are a weak civ right now.
 
I believe that capturing the spot a luxury is on and then quickly backfilling the more fertile land with cities that generate 5 turn workers until the roadway is built up, at which point they gang up to fix up up the hills and jungles is the way to go.
 
When you say capturing, I assume you mean planting a settler there, not capturing another civs city with the luxury already connected.;) Either would be good. I like your idea to have a chain of citys each responsible for three tiles of road. That should get us a luxury highway quickly. As well as cols military street. That would put the arabs and not France as the first target if we connect the two ivory first.

Regarding unit names, I'm all for funny/appropriate names for units that have done something. Provided the names are easy to type in my turnlog. The precinct names were a nice way of indicating what your intentions were for those units but they won't be MP forever. Can we rename them if their purpose changes? Same goes for escort.
 
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