Discussion in 'Civ3 - Succession Games' started by bed_head7, Oct 13, 2004.
I say go for Glib Im pretty sure we can pull it off with a 2 cow start...
Well then, I guess I'll be using that method.
I'm taking a risk here, but I believe it will pay off severalfold.
Well, the risk paid off.
Ended up getting a Settler as my hunch was correct.
However, here is the known world map. Where does the Settler build it's first city? Anyone? Dyes is my gut feeling.
Red dot - Blue dot - Yellow dot in order of preferred placements methinks.
(Yes, we have a second Settler at 3750 BC.)
However, if we move the blue dot SE, and place it directly on the southernmost dye, it might end up offering superior benefits....more so then even the red dot offers.
Anyone? Anyone? Comments please?
Placing the second city SE of the blue dot.
Hoping that it pays off as well as the original gamble.
(Edit) It more then paid off as well - holy crap. How many dyes did you put there, Gya?!?
I didnt put any.. they were autogenerated
4000 (Turn 0): Warrior in London
3800: Changed Warrior to Curragh so as it wouldn't make one.
3750: Settler Goodie Hut popped. Changed Curragh to Warrior
3700: Warrior built, set London producing a Warrior again
3650: Pop growth in London, Lux to 10% to stop civil disorder
3500: New city built, York. There are no less than 5 dyes around it.
London built Warrior. Set London to build Granary.
Set York to build a Worker.
3400: Pop growth in London. Increased Lux to 30% to halt civil disorder.
3150: Attacked by Barbs at York. No damage taken.
3100: Attacked by Barbs at York. One damage taken.
3050: Healed damage on Warrior. Sent Warrior searching for Barbs.
3000: York built Worker.
Seems like I picked roaming barbs in the 2nd restart btw, just so you are aware (not sedentary)
Got it. I will play tomorrow. I will probably comment before playing as well.
If someone wants to make a dotmap, go ahead. Hajime's yellow dot looks like a good spot (or something close to that). I'll play this afternoon.
Due to the limited area of discovered map, these are the only decent sites I see.
Colored dot has a white dot next to it as a potential alternate. Yellow dot -or- yellow alternate is probably the best site to settle first.
Yellow alternate gives a great long term growth as well, I'd probably go for that.
Sorry that there was no response to anything for awhile. I had a strange connection problem, but it looks like it is all okay now. I personally never would have had the guts to try what you did, but as it seems to have worked out well, no complaints here. I am not sure that it would have been worth it for a tech, though.
As far as next city spots go, yellow does seem the best. It is too bad we would waste a food bonus if we placed it on the coast, though, as now the yellow dot will have a few coastal tiles in its radius but can't build a harbor. Then next would be red dot alternate, because if we place it there we can fit another city in the middle along the river. Plus, down the line, coastal spots will be very important to us. Blue would only become a priority if whatever brown civ that is was nearing it. We want the gems, but other than that it looks marginal at best unless there is a fish or whale out there.
It also looks as if we will need a lot of workers, so maybe it would be best if we built another granary or even two early on to pump out workers and make the land to the south habitable.
Edit: Do we have any curraghs out? It doesn't look like it.
I think the yellow dot is coastal.
The white dot next to the red one is ontop of game..
Maybe I should have checked out the save then, because I didn't think that was coastal and definitely can't see the game. If it is game, maybe we should consider one NE of the red dot, which is coastal but still leaves the game.
Hajime, I also hoped you could clarify, when you said halt disorder did you mean keep it from happening or that it went to disorder and then you fixed it?
I think I'll go for the yellow dot and something in the red dot area. Playing now.
I'm almost done with my turns, and desire some team input. A barbarian is near York and my warrior is unable to help (I thought Carthage had taken care of the barb camp). A warrior is due in 2 turns, not soon enough to stop the barb. We have 141 gold. The cheapest technology we could buy is ceremonial burial, and Carthage wants 6gpt as well as our 141 gold. One factor that might help resolve the problem is whether the barb would destroy the 8 shields in the box or steal 70/71 gold.
Would a barb take that much? I have never understood how the whole barb pillaging thing works. And we are doing a minimum run at writing right now, correct? Meaning we can't establish embassies yet. I'd go ahead and let the barb in, since that is way too much for CB and it least the gold lost wouldn't benefit someone else.
If I say halt disorder/stop disorder, it means I'm preventing it before it happens.
Also, I highly -DO NOT- recommend putting a city NE of the yellow dot.
It takes up the sugar, which has far better uses then being under a city.
NE, not NW.
Ignore me. I'm an idiot.
3000(0)-Carthage is up several techs; I'll wait to meet more people before trading
MM London for more food (still granary in 2)
turn off York's governor, set both to emphasize just production
find Carthage's border
2850(3)-Carthage now knows warrior code
2800(4)-raise lux to 40%
IBT-Hannibal disapproves of our warrior's scouting of his territory
2710(6)-raise lux to 50%
barb wanders near York
2670(7)-lower lux to 30%
warrior finds barb camp with 4 barb warriors
IBT-barb is next to York
2630(8)-MM London for growth and settler in 3 (sort of), allows lux to stay at 30%
stop to ask for advice
2590(9)-MM London again, lux to 40%
IBT-Hannibal forces me to move scouting warrior
2550(10)-MM London again, lux to 30%
north warrior has nothing left to scout (Carthage is on choke point), so he'll return home
I decided to put my thoughts in a separate post this time.
Here is the save.
Here is our mighty empire and some other land:
London can't build its next settler in four turns. It could build a worker in two turns and be ready to build four-turn settlers afterwards. Placing the laborers on the cows, the whale, and the fish would accomplish the two-turn worker with maximum gold.
The settler could found a city where it stands. It is on a BG, but is on the coast. It probably should build at least one curragh followed by a granary. It could build two warriors and a worker every three turns by working the cow (which must be irrigated, mining would be wasted), the sugar (which must be mined, irrigating would be wasted), the wheat (which in this scenario would be irrigated), the forest (which would require having it within the borders, possibly due to a nearby city), and a pair of plains or grasslands for two turns while building the warriors. Then the forest would be switched to a plain/grassland for the third turn while building the worker. Regardless of whether this would take too long to implement, I would suggest irrigating the wheat so the city can grow every three turns rather than every four (the forest would be nice to avoid wasting food).
When founding the city, make sure the governor isn't set to manage moods. Maybe that accidentally was the default.
The white dot by the red dot is on game. That city might be moved SE a little so another city can fit to the NW of it and SE of the soon to be founded city.
Nice recap of your turns, glad you have figured out how to get the four-turn factory in London up and running. That will be a great help to matching AI expansion. Governor mood management seems to turn on automatically in new games, but once the governor's change was changed to something else, it usually seems to automatically turn the governor off for the rest of the game. At least in my experience.
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