Blind leading the blind *Sponsered by: Bad decisions and generally bad planning*

I don't understand how we could waste GH. IIRC they pop goodies when within cult borders and they will soon be. Agree with Tatran about settling on poorest tile and absolutly not on food bonus

IIRC, when using the expansionist trait you don't get barbs when pop'n GH's anywhere on the map.
 
BJ said:
IIRC, when using the expansionist trait you don't get barbs when pop'n GH's anywhere on the map.
I think that is correct so if we settle and they pop we get friendly settler or tech and do not risk losing our precious city. Tatran said we should move settler not to waste goodies and I didn't quite get that.
 
I'm sure Tatran mentioned he doesn't use the expansionist trait and may not be aware that we can't get barbs from GH's. I don't uderstand what he meant too, maybe there is a reason why he said it.

Our opponents are Rome, Germany, China, Mongols, Zulu's, Korea and Scandinavia. I was practising using the Ruskies on Monarch and chose the above civ's in that game. After completing the first 3 saves i noticed i hadn't switched back to random civ's. I hope no one minds this little oversight :p

I think this actually works in our favour to be honest. Yes, we'll be more susceptible to attacks, but if you are hawk eyed you'll have noticed none of those civ's are religious. This would mean it would be beneficial for us to research both CB and Mysticism as fast as possible. Being a scientific civ we'll have a slightly better chance of popping a SGL too. The chances of this actually happening are slim, i know.
 
BlackJAC thanks for inviting me to this. I wouldn't be able to join in on this one. Can't commit the time really and just as importantly, I always fail with the Russians. With the Zulus, Mongols, Chinese and others to deal with before the golden age kicks in it would be doomed to failure if I got to the helm. Just don't know how to play the Russians.

I like the idea and may well join in some others as I fit all the other critieria lol. Good luck!
 
With the Zulus, Mongols, Chinese and others to deal with before the golden age kicks in it would be doomed to failure if I got to the helm. Just don't know how to play the Russians.

No problem. We're all going to toil with those opponents and none us have any/much experiance with the Russians too. If you change your mind drop in anytime and give it a bash. I can't speak for the others, but you wouldn't do any worse than me in this game. :crazyeye:
 
lurker's comment: Rambuchan how much time do you spend civing a week? I don't think this is as time intensive as you think. The experience you'll gain will be very helpful.

"Blind Team"-- one more idea...if the experienced (idiots) players play 40 at a time I think greater lessons will be learned. We could put it in a spoiler which the beginners can't look at till their 40 are done. What does the team think?
 
@B
As I understood it from the 1:st post these were the AI's we were ment to meet so not random is definetly OK.
With SGL's on we should go for being first to techs even if chanses are slim but on the other hand our zero % research approach would fall, hmm, seems like we want to do everything here. I'm a bit reluctant to go for non-military techs in this AI company but then again we can trade for those if we get CB and Mysth first, or...., awh man, I want to play this NOW ;-)))
@Ram
Hell, I have never even played them. Haven't used the exp. trait at all. About mess up's I just let a town with granary grow to pop7 and thereby blowing a s**tload of bread. I guess my team in that SG wasn't :dance: about that move but what the heck. I won't do it again and mistakes are there for learning so come on. You'll do great and if you by mistake declare on the top dog I'd say "let's party" :lol:
edit: Blind team sounds good but isn't 40 turns a bit too much?
 
I was thinking going: CB > Mysticism, trading Mysticism for Alpha from 1 civ and WC from another, then onto philosophy and if we get the slingshot take literature as our free tech. Going for Republic early will be worthless due to how small our nation will be at that time. We also have the option of a pre-build in one of our main cities for TGL, if not the capital itself. This is all assuming we have 2 or more civs on our chunk of land and that no one has declared on us. That's a lot of "if's" :D
 
Will we be small :lol: , well maybe, but I read over and over "get out of desp asap" so I think that would be wise even if small at the time. I would like to test one of DaveMcW's slingshots if possible. The Rep. sling I'm familiar with and have used but the others are un-tried by me. IIRC they are at the War Academy. What would idi...advisors say about that. Is it exploit and/or above our level or could we try one in this game?
 
We've also got to consider the fact with all those dodgy civ's around would Republic have much benefits over Monarchy were we to be in constant danger of being attacked?

Another point to consider, is wasting our time researching or blowing phli on a non-essential tech such as lit even worth the hassle in the first place?

Should we just concentrate getting into the middle ages ASAP?

Here's another alternitive, we go with Start 4, we know there's Ivory 2 steps north, go for maths, build SoZ and let someone else deal with the hassle of building TGL? That way we can go :ar15: :hammer: early doors?
 
My experience with starting locatios + goody huts,
you'll never get a free settler right from the start.
Moving the settler away from the goody hut give
us maybe a free settler the next turn.

If starting location No.4 indeed has some ivory nearby
my choice would be clear.
No. 5 has no food bonus,less favourite starting point.

Building the Great Lighthouse + Great Library also will
give Russia an early Golden Age.
Russia is great with a lot of artillery + Cossacks.
A lot of MGLs,because of the blitz ability.

Something else,I always try to do my own research.
Research what is needed at that moment or near
future.Skip useless techs,not even for trading.
So relying on the Great Library until Education and
make a lot of gold would depend on the situation.
 
lurker's comment: I was thinking you all take you're regular 20, 10, 10 and then we compare then another 10, 10 10, 10 and compare rinse and repeat.

Regarding techs...start by writing down what each civ has for techs first. This can help see what techs will be tradeable in your first 20 when you start meeting people. Remember growth is the key element in the early game.
 
I'm with you Tatran, start 4 it is. I think we all agree on this now, yes? SoZ is too good to pass-up considering what we are faced with.

Whomp, i think your idea is good. I have no reservations whatsoever about it.
 
Whomp said:
lurker's comment: I was thinking you all take you're regular 20, 10, 10 and then we compare then another 10, 10 10, 10 and compare rinse and repeat.

I'm not too happy with this idea,if you mean we all play the same game
separately and than compare.It takes away the team spirit.

BlackJAC,the civs you mentioned are those our opponents?
If so no Agricultural civs,that's a relief.
 
Aye, that's the opponents. I'm sorry I took that choice away from team. I managed to mess up before the game even started by forgetting to remove them from my previous game.

What's your views on us researching CB> Mysticism from the off? It gives us a chance to pop a SGL if anything.
 
I think to secure the Statue of Zeus has to be no. 1
priority.We are 3 (expensive) techs away to build it,
while there are too many civs with the Alphabet,I don't
think trading for it will be easy.Also if China is on our
continent it could be a problem to get the SoZ,they
have Masonry.Missing the SoZ would make conquest
harder,maybe that civ could be the runaway civ and
than we have a serious problem.
 
lurker's comment: OK maybe you can just ask for after the fact advice by asking the lurkers to comment.
 
For any lurker's out there, do you think Bede would mind if i were to copy his prohibited rules from one of his threads or would i be better waiting for his permission?
 
lurking in the dark,
1- what i meant by "delayed blast" was to wait till the team played till turn 40. at that point the Idiots start from 4000bc. that way we have 2 games. but that would mean we cant see the land-layout. not good.
Whomp said:
lurker's comment: OK maybe you can just ask for after the fact advice by asking the lurkers to comment.
this seems to be better. we could comment on the progress. i would still wait and comment only after the actions are a done deal, or generic advice (dont want to ruin your learning curve)
 
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