bed_09 - Random RaR Deity

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Pre-Turn


0.4000BC
move settler north found next to camel (food bonus = faster growth)
research to alphabet in 12, start another ranger

1. 3950BC
spot a hut in the south

2. 3900BC
well, well we get a tribe to join us :dance:
send it north since there are a lot of flood plains

3. 3850BC
moving north, we discover rice on flood plain (5 food)

IT Karakorum ranger -> champion and we see a light blue unit running around

4 .3800BC
meet Americans, no trade possible we are up 1 tech and they have 1 extra

5. 3750BC
Tatu founded next to rice

6. 3700BC
zzzzz

7. 3650BC
Karakorum grows lux to 10%, spot another hut

IT karakorum, champ -> another champ first before a clan

8. 3600BC
all of a sudden America is up 4 techs including alphabet that we get in 2 :mad:
they must have met someone, lux to 0%
get 25g from hut :(

9.3550BC
America knows 5 techs now

IT alphabet comes in, go for maths since America doesn't have that yet

10.3500BC
oops step right next to Washington

11.3450BC
spot American SOD to west

IT SOD moves west, will follow there must be something there
TaTu worker -> worker

12.3400BC
how come we can't find another Civ, the Civ that America must have met

13.3350BC
ranger has caught up with SOD, but no other Civ in sight

14.3300BC
finally spot a yellowish border

15.3250BC
meet Polynesia
well they are up all 4 techs as well, only lacking cultivation
as for our land, we our surrounded by a the Himalaya mountain range to the north, the Gobi desert to south and southeast
maths takes another 10 turns, the next settler ready in 3 together with growth to 3
keep on finding other Civ's, there might be more
feel free to switch build in Tatu

bed93250.jpg
 
Roster:
ThERat
dmanakho
LKendter
romeothemonk
bed_head7
Is this the official play order?
 
ThERat
dmanakho <- up
LKendter <- on deck
romeothemonk
bed_head7

The above is the roster unless there were any problems with that. You mentioned wanting to go before romeo, and I know dmanakho likes following ThERat.

Nice turns, by the way. I never got a chance to mention it, but you settled where I would have settled as well, so I see we were all in agreement, which is always nice.

dmanakho, you can go ahead and play 15 turns, and we'll go with ten from here on out
 
You got unlucky to be paired with two other EXP civs. I'd say the Americans stole your huts to get some of those techs.
 
bed_head7 said:
The above is the roster unless there were any problems with that. You mentioned wanting to go before romeo, and I know dmanakho likes following ThERat.
That's 'cause he always leaves me money to spend :)

I've got it!
 
pre-turn: since we can't use workers for anything but roading we won't need many.
I switched Ta-tu to champ

T1. 3200BC... Ranger moves on top of barb hut but nothing happened ???????? it didn't open

T2. 3150

T3. 3100BC Karakorum clan->champ

T4 3050
T5 3000
T6. 2950BC


T7. 2900BC Kazan is founded. Ranger spotted purple border

IBT. Math comes. Switch research to pottery

T8. 2850BC I want to meet purple border nation before trading math.

T9 2800 BC.. Meet puprle nation - Iroquois. They have all techs the rest have and money.
After series of trading manipulation i procured us Cultivation, Pottery, fermentation, weaving and ritualism
we are paying 4gpt to POlynesia as a result.
It appears AIs are technologicaly more advanced than previously thought.
Iros and America are up Boat Building, Castle System, Myst, Scrape Mining and Slavery,
Polynesia has only BB and SP. I can choose between Urbanization and Writing in hopes to get it before AIs. There is also Wheel available but it is dead end tech and also has military value so AIs are likely go after it.
I choose writing since it doesn't bring any military or improvements and AIs will probably prefer research Urbanization before Writing

T10. 2750BC

T11. 2710BC AIs have wheel, i was right about that one.

T12. 2670BC
T13. 2630BC
T14. 2590BC


T15. 2550BC. Ta-tu grows to pop4 and about to riot. I can either hire a tax-man or up lux slider a little but will have to bring down sci. slider... I'd rather get tax man since it will let us to get writing faster.
Once and if we get monopoly on Writing in 2 turns lets trade it around the best way possible. Then we can MM citizens in TaTu for max shields to get the clan out fast.
We are paying unit support already so need more cities.
I don't think we have great startup locations. No luxes and little resources.
and I hope i didn't do anything LK would hate me for.
This is my first opportunity to play with him i hope we will work things out. :)

Here is the map:
bed09-2550BC.JPG



save
 
good job on trading and tech choice. wow, the AI's are advanced. We were initially unlucky due to the fact that we are at the northern end. But for expansion and war, this is a much better setup. What happened to all the resources? What a barren land. :eek:

Since desert can't be settled, I would start to settle those hills in the south next to that lake before expanding north. We need to have that passage to the south open
 
IBT. Math comes. Switch research to pottery.
The EARLY RaR goal is to head toward Dynasticism ASAP. You really need to get away from the annoying -1 penalty on the grasslands. Pottery most likely has no trade potential, and doesn't get us closer to Dynasticism.

ThERat
Dmanakho
LKendter (currently playing)
Romeothemonk (on deck)
Bed_head7
 
LKendter said:
Pottery most likely has no trade potential, and doesn't get us closer to Dynasticism.

100% agreed. I was a little vague in my turn log.
I only switched to it as a temporary measure 'cause i couldn't switch to anything else AIs didn't know already and i was waiting an extra turn to meet purple border (Iro's) to trade math. I knew i would get pottery from that trade anyways. One of my main goals at that moment was to get ritualism and ability to research writing to get us closer to Dynasticism.

The goal now is to get monopoly on writing and to trade for Castle System and Urbanization if available for direct shot at Dynastistism.
 
The EARLY RaR goal is to head toward Dynasticism ASAP. You really need to get away from the annoying -1 penalty on the grasslands
me, see no grassland towns yet. all barren desert and flood plains :lol: but of course the rate cap and other things make it the tech paths to go. By the way, in this game I assume we want to head for philo monopoly and then the Glib, am I correct to say that?
 
http://www.civfanatics.net/uploads9/BED9-2150BC.zip

2550 BC
I swap Karakorum to worker housing. This will let us pump out military faster and let the other cities stay on clans. I had way to many false starts with the LK series and RaR. The common element to all of them was a poor military start.

I realize it delays writing a turn, but I am not willing to throw away growth this early. Especially in RaR as the early specialist suck.


2430 BC
This is almost becoming the standard for RaR and me. I never get a monopoly in Writing. Writing is only needed by Polynesia. It is positively sucky as that the only deal I could make is to ship them Writing for Boat Building and $12.


2270 BC
I find a hut to pop and get a lousy $25.


2230 BC
(IT) The top 3 advanced nations are the 3 next to us. We really need to find the other civs.


==========================

Summary:
The below are my suggestions for the next 2 cities.
Red dot gets *5* bonus grassland and lots of mountains to work after irrigation is available.
Yellow dot is only decent, but it lets us build boats. We really, really, really need to find the other civs.

LAK-711.jpg




Signed up:

ThERat
Dmanakho
LKendter
Romeothemonk (currently playing)
Bed_head7 (on deck)
 
LKendter said:
I realize it delays writing a turn, but I am not willing to throw away growth this early. Especially in RaR as the early specialist suck.

This was a really really bad decision IMHO. Researching writing a turn faster wouldn't have hurt us military, but we would have monopoly on writing and good trading possibilities instead.
 
dmanakho said:
This was a really really bad decision IMHO. Researching writing a turn faster wouldn't have hurt us military, but we would have monopoly on writing and good trading possibilities instead.

If one turn would have made that much of a difference, I doubt we would have gotten much trade value. 2 of the 3 civs would have given almost nothing for writing.
 
If one turn would have made that much of a difference
well I am not too sure about this, at least we would have gotten more out of it, maybe some 2-fer for writing and some cash. We need to make sure we get some monopoly techs even dead end techs. we can't afford to just follow the tech paths and end up broke

as for getting out boats soon, well with our non seafaring trait, we most likely do not have a chance to travel that far (see bed03) until much later in the game.

I think once we send some more settlers, a warrior SOD is up to extort some techs here from America.
 
LKendter said:
If one turn would have made that much of a difference, I doubt we would have gotten much trade value. 2 of the 3 civs would have given almost nothing for writing.

I doubt the two researched it on the same turn, so it would have been of little value to 1 of 3, but it would have been a monopoly at the time so we could've gotten more from Polynesia I would think. It isn't the call I would have made, but it is hard to guess ahead, and who is to say that the worker housing earlier will be the difference between being sneak attacked or going ignored by the AI.
 
sneak attacked
I saw that huge SOD running from America towards Polynesia, I don't know what happened to it during d-man's turns. I doubt we would get sneak attacked since we are quite some distance away from America. it would take them some turns to cross deserts and mountains.

By the way, growth might be futile here due to :eek: disease, which we had a fair share last time. I rather sacrifice some growth for more settlers and faster research. But since we could not even get any closer to Dyna now, I don't see us getting philo first.
 
bed_head7 said:
IIt isn't the call I would have made, but it is hard to guess ahead, and who is to say that the worker housing earlier will be the difference between being sneak attacked or going ignored by the AI.

The military is base on over 6+ false starts that I didn't even get to finish my typical 30 turns to start. Since I pushed military early on I haven't had any crunches.


ThERat said:
well I am not too sure about this, at least we would have gotten more out of it, maybe some 2-fer for writing and some cash. We need to make sure we get some monopoly techs even dead end techs.
I agree with this. Some of the option bottom tree techs such as poetry tend to be ignored by the AI.
 
"The military is base on over 6+ false starts that I didn't even get to finish my typical 30 turns to start. Since I pushed military early on I haven't had any crunches."

I've found that as long as I don't leave a city empty once I have contact with a civ, I'm OK. Leaving an empty city seems to autogenerate a mini-SOD that arrives about ten turns later. The flip side is that I've been able to go scout, champ, scout, with little worry, and this really helps keep up in tech, as contacts are gotten much quicker.
 
@bez, agree

Having a start up scout, I went scout, champ, champ (due to the additional settler we popped) to make sure we cover all cities.
We were just plain unlucky to be far away from the other Civ's and started with a near miss on alphabet monopoly, it simply continued from there. What to do. :(
 
Ranger moves on top of barb hut but nothing happened ???????? it didn't open
by the way, what bug is this? Is the hut just an illusion that got popped by that American ranger that ran around?
 
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