Buce 02 - The Son's Of Ghengis Khan

lurker's comment: Goodluck killing all the little people who survived the Real Gengus Kahn :D :evil:
 
Where to settle: don't know yet. Let's move the scout onto the mountain and the worker to the BG 1E of our start and see what that reveals. If we find something interesting, like a cow, we should move to get it in our capital's radius. If not, might as well settle in place.

Build order: another scout, then a granary if we're in a good settler pump location--an archer and a settler otherwise. BTW, what barb setting are we using?

CA and I are in the same time zone (GMT-5); Tusker's an hour behind, I think.

I would send the scout to the mountain first off, to see what he sees, but if all he sees is more of the same, I think settling in place would be ok, it does not look like we are on a BG.

Do we want to expand quickly (ie build a granary somewhere)? In other words, once we have 5 citites we have to go to war, so do we want to hurry to get that 5th city?

We will need a rax rather early IMO - and it is cheap too! - to get some vet archers for that first war.

What is the barb setting, btw?

I know we are defiant, but are we defiant to the point of issuing a boot order to any trespassers every turn?

I'm US - Eastern Time Zone, by the way.

Barbs are off, so no help from the GH's.

We are not required to issue a boot order - if someone wants to take the risk, that's their choice - but Mongolia can be a very dangerous place.

I agree with the above. Move the Scout first, then the worker. I think settling in place will be the best call. As we are northerly, and we'll be in early war, we might want to stay on this side of the river. I'll have to think about the build order but Norton's plan seems pretty good.

Given the rules, we need to declare war when we plant our 5th city so we have to be ready for war before that happens. We might be able to plant that 5th city in enemy territory if we are crowded. We definitely need to get an army up and running ASAP. We can of course delay the 5th city until we are ready for war and we need to see who else is around us. As it is alternating war and not AW, the more contacts we have the more options we have. Beyond that, it's hard to plan without knowing what we have.

Since this is not a conventional game, I'm thinking maybe we should avoid the conventional approach.

CivA made a good point regarding a barracks; war will come quickly in this game, and I see no reason to waste limited unit support on regulars. And until our infastructure is up and running and we have a lot of contacts, we will not be spending gold, so we can use the slider for happiness and do without MP's altogether.

And Phaedo was spot on when he said we needed contacts; no GH's means that we have only one other advantage as an expansionist civ - our scouts.

We will be at war with at least one of our neighbours before long, so it's essential that we have alternative sources of techs; also, if we can meet them before they meet each other we will have a short period of playing broker, a definite plus when you play zero science.

My own thoughts on build order then:

Scout; Rax; Vet Archer x2; Settler; Granary;

If we mine before roading we will have four turn Archers at size three; I suggest that by letting it grow before we build our first Settler, we'll still have a useful number of shields after the pop drop.

Anything further than that depends on what is revealed; unless there are any strong alternative thoughts, that is the way I'll go.


The Roster, then:

Buce
CivA
NortonII
Elephantium
Phaedo
 
Are you taking any more players? If you are willing, I'd love to join.

Just for a little background, I'm normally play on Demigod or Deity and so far have three Deity victories on my scorecard. I enjoy the warmongering aspects of Civ, so this variant sounds like a lot of fun. :)
 
I was correct about the 5th city thing right? When we found the 5th city, we have to declare before the end of the turn?
 
Are you taking any more players? If you are willing, I'd love to join.

Just for a little background, I'm normally play on Demigod or Deity and so far have three Deity victories on my scorecard. I enjoy the warmongering aspects of Civ, so this variant sounds like a lot of fun. :)

It's always good to see new blood in SG's, but unfortunately 5 players is my limit; if the turns come around too slowly, there's a danger that we'll lose interest. Sorry.


I was correct about the 5th city thing right? When we found the 5th city, we have to declare before the end of the turn?

When are you ever not correct? :mischief:
 
It's always good to see new blood in SG's, but unfortunately 5 players is my limit; if the turns come around too slowly, there's a danger that we'll lose interest. Sorry.

No prob. :) I understand.
 
4000 BC:

Worker W to BG;
Scout01 E to mountain;
Seven BG's revealed but no resources;

Karakorum settled on the spot, revealing three more BG's.

K'korum begins Scout (5), growth in ten.

3950 BC:

Worker begins mine;
Scout01 reveals beef to the S;

3900 BC:............

3850 BC:............

3800 BC:

The land is lush green all around and we have two rivers to the S, one to the E.

3750 BC:

K'korum completes Scout, begins Rax (10);
Scout02 moves W, finds the coast.

3700 BC:..............

3650 BC:

Worker completes mine, begins road; Rax now in 5.

3600 BC:.........

3550 BC..........

3500 BC:

K'korum grows, Rax in 1;

3450 BC:

Rax completed; so far I've met no-one so I begin another Scout.

3400 BC:..........

3350 BC:

Scout01 finds Incense waaaay S;

3300 BC:

K'korum completes Scout, begins Archer;
Scout goes N

3250 BC:..........

3200 BC:...........

3150 BC:

Worker completes mine, begins road.

3100 BC:.........

3050 BC:

K'korum completes Archer, begins Granary;

And that's it - a really odd start; I've opened up the continent to the far S and most of the W, and met no-one.

Because of this I changed the build sequence, first to get out another Scout, and again to Granary - we have a lot of land to fill, and with no immediate pressure I figured our first Settler could wait until the pop is slightly bigger and a Granary in place.

We won't see a Settler in the next ten, but after that it's dotmap time - we sure have a lot of map to dot!

Spoiler :
Buce02_3000BC.JPG



The Save
 
Looks like we've got some pretty good land. I haven't done a dotmap yet, but the first settler should go 1 N of the cow.
 
I won't have chance to look at it until tonight but the situation looks pretty good at first blush.
 
Looks like a good start.

Since I am up next, I got it.

Goals for the next 10 look like further exploration, improve the next BG, finish the granery, and start a settler. Comments?
 
Looks like a good start.

Since I am up next, I got it.

Goals for the next 10 look like further exploration, improve the next BG, finish the granery, and start a settler. Comments?

I think it would be a good idea to use the Scout currently in the tundra to the North, to sweep SW awhile and open up some more of the land around K'korum; I found just the one lux in my set and that was a long way off, plus we'll want to dotmap that area after you're done.

Given the variant, wouldn't it be ironic if we are alone on such a huge landmass?
 
I think it would be a good idea to use the Scout currently in the tundra to the North, to sweep SW awhile and open up some more of the land around K'korum; I found just the one lux in my set and that was a long way off, plus we'll want to dotmap that area after you're done.

Given the variant, wouldn't it be ironic if we are alone on such a huge landmass?
Yes, we could stand to get rid of the fog around the capital so we know where to settle in the future.

Given that I meet someone, how aggressively do we want to be trading at this point (provided we have something to trade)? Typically I don't like to give any trades until we have met more than one AI (to lower the prices), but I worry about falling behind on this level.
 
Yes, we could stand to get rid of the fog around the capital so we know where to settle in the future.

Given that I meet someone, how aggressively do we want to be trading at this point (provided we have something to trade)? Typically I don't like to give any trades until we have met more than one AI (to lower the prices), but I worry about falling behind on this level.

Don't worry about falling behind, it's gonna happen at first; your instincts are correct - wait until you've met others (if there are others to meet). With three Scouts out there is every possibility of brokering.

As always. any doubts - pause for consultation.
 
OOB:
1 Worker
3 Scouts
1 Archer

Army support cost is 1gpt.

State of the Empire:
Karakorum (2) grows in 1, Granery in 11

We have 92g and are making 4gpt.

As our foreign advisor says, "Make more friends!"

PreFlight:
None.

IBT
nada

2950 BC Turn 21 (1)
Start a chop on the forest to get the granary quicker.
Scout 3 heads back toward the capital to see what is in the fog.

IBT
nada

2900 BC Turn 22 (2)
Explore

IBT
nada

2850 BC Turn 23 (3)
Explore

IBT
nada

2800 BC Turn 24 (4)
Explore

IBT
nada

2750 BC Turn 25 (5)
Forest chop finishes, revealing *yet another* BG. Granary now in 3.
Worker begins to mine where he is.
More exploring.

IBT
nada

2710 BC Turn 26 (6)
More exploring.

IBT
nada

2670 BC Turn 27 (7)
More exploring, and FINALLY!

Buce02-2670RusMeet.JPG



Scout 1 meets the Russians in the jungles of the western peninsula. Cathy has 4 cities, is up Bronze Working and Masonry on us, and has Spices (none for sale though). Trading is a moot point, since we have nothing to offer.

IBT
Russian scout moves.
See this:

Buce02-2630ChiMeet.JPG


Karakorum: Granery --> Settler (due in 5)
The Russians are building the Pyramids.

2630 BC Turn 28 (8)
It's the Chinese. They also have 4 cities, and are up BW and Masonry. They have no luxes though. Can get BW or Masonry now, but going to see if we can meet someone else first.

IBT
Other scouts move.

2590 BC Turn 29 (9)
More exploring.

IBT
See another Chinese warrior approaching from the S.

2550 BC Turn 30 (10)
Russia has just learned Ceremonial Burial.
Explore and Scout finds blue borders. Finally. They are near ivory, too.


State of the Empire:
Karakorum (3) grows in 1, Settler in 3

Army is the same. We have 139g at 4gpt now.

End Notes:
- The settler can be changed to an Archer due in 2 if you think we need military more than expansion.

- We can get BW or Masonry for all our gold and 1 or 2gpt. Can't get CB.

- Scout 2 should be redirected SW toward the bottom of the map, now that we know it is only a single land bridge to the east connecting us to the Chinese.


And the file
>>FILE<<.



Spoiler :

Buce02-2550BC.JPG
 
Got it; I'll play tomorrow or Thursday. Doesn't look like we have any luxes within easy reach, but we haven't explored much to the NE. Also, I'm guessing that Russia's met a religious civ--CB's usually not a high research priority for the AI.
 
We have TONs of space don't we? That forest N of the cow looks like a nice spot doesn't it? I don't think I have much to say. All looks well. Good luck Norton .
 
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