Clive2 - Random Monarch

It looks like we have a general plan so here's the save

Clive2 4000 BC save

Roster

Noldodan (up - first 20 turns)
Louis XXIV (on deck - next 15 turns)
Sir Clive (10 turns from here on in)
ChuckDizzle
DBear
YanksGiant87

Good luck and a happy new year to you all ! :beer:
 
Sir Clive I might be wrong here but I don't think we need to worry about barbs. I thought that as we are expansionist then we couldn't get barbs from a hut ? [/QUOTE said:
Just confirmed that as an expansionist civ we cannot pop barbs from a hut, so get scouting / popping.

This is a useful link if you want to know more about the Incans

Ision's Inca review
 
Got the save, will begin play within next half hour.

EDIT: Sorry for the delay, my dad was downloading something. Anyway...

http://www.civfanatics.net/uploads8/Clive2_3000_BC.sav

And now the turn-by-turn log:
Turn 1 - Founded Cuzco. Started building Warrior. Began researching Ceremonial Burial with max research.

Turn 2 - Began mining sugar tile.

Turn 3 - Nothing to note.

Turn 4 - Found greener pastures to the north: grassland, hills, and everyone's favorite, marsh! :(

Turn 5 - Nothing

Turn 6 - Built Warrior, began Chasqui Scout.

Turn 7 - Nothing.

Turn 8 - Nothing.

Turn 9 - Nothing.

Turn 10 - Nothing.

Turn 11 - Finished Scout, building another one. Borders expand. Shoulda built a Granary...

Turn 12 - Began improving Desert. Toned research down, CB still in 2 turns.

Turn 13 - Found yellow borders to NW. Zulu or Egypt?

Turn 14 - Began researching The Wheel. Zulu contacted. Traded Masonry for 10 gold and Warrior Code. Research back at maximum.

Turn 15 - Lotsa Ivory to the SE, but not much else on that peninsula.

Turn 16 - Scout built, FINALLY began Settler. Byzantines contacted to north by Scout. Traded Masonry for BW. Upped Lux rate to prevent rioting.

Turn 17 - Nothing.

Turn 18 - Nothing.

Turn 19 - Began improving Oasis.

Turn 20 - Settler built, began Granary. Sent SE for Ivory.

Summary: I should've built a Granary at the start. That'll probably cost us growth. And, oddly enough, I never saw a single goody or barb hut. Lastly, we don't seem to have much room to expand. Looks like and early war with the Zulu is likely, and that stinks.
 
heh imagine if there are no barbs cuz its on random :lol: , i agree that we should move west to the coast and mine the sugar. Since we could get an archepelago scenario do we wanna go for the great lighthouse? Knowing everyone before they can meet will help us a lot.

In my current monarch game im in a standard archepelago game and i got the great lighthouse, met everyone and my goal is to take out the 2 strongest civs first so itll be a middle ages war the whole game.

Didn't realize u went already.......

From the game i was suprised to see how much better our area was then just by looking at the starting spot. We also have ivory below us (Temple of Zues?)

I agree we're gunna have to lay the :hammer: down on some impis.
 
Hmm - we do seem to be rather hemmed in .

I'm still not what kind of map we are on - but it looks more like continents
then archipelago to me?

I agree that we are going to have to probably try to sort out the
Zulus sooner rather than later, and it looks like we should
probably try to get a couple of boats out to explore what lies to the east
and to the NW of the Zulus
I'm not sure whether that is coast or a chokepoint to the NW of the Zulus

After we have settled JumboLand (are we going to try for Temple of Zeus ? - I rather doubt we can afford spending the shields on that this early on ) we are going to have to try to grab that land in the North before the Zulus
/ Byzantines get there and that isn't going to be easy given that we can't produce settlers very quickly.

Looks like lux slider can go down from 10% to zero giving an extra 1 gpt

Here's a quick dotmap I knocked up - haven't had much time as I'm just about to go out to celebrate the New Year :)

I did the green spot first and then realised I had missed out the wheat on the floodplain , so the brown spot may be better as the 3 brown crossed tiles produce 4,2,2 food . We're going to have to get some settlers / military going pretty quick by the looks of it !

clive2_dotmap.JPG


Revised Roster

Noldodan (just played)
Louis XXIV (up - 15 turns)
Sir Clive (on deck - 10 turns)
ChuckDizzle
DBear
YanksGiant87
 
lurker's comment: not sure why you researched CB at max. Dot map doesn't show the SE, so I'm not sure what's around the ivory. IMHO, build a rax before a granary and pump archers from there. It doesn't have enough food to waste shields on a granary. The Zulu scouts may have grabbed all the huts. If you're going to do your own research, how 'bout something on the path to math? That gives you options for Zeus if you decide you have the shields to spare or cats if you don't. Facing the Zulu, you're gonna want cats. Horses v. Impi doesn't sound like much fun.
 
I think we would have done better if we moved one square south, but here isn't too bad.

Mathematics would be my ideal choice. We've spent some money on the Wheel (2-3 turns?), so I'll need to people's opinions on whether we should switch to Alphabet.

I need to discuss strategies and a possible build loccations. Here's my suggestion for a dotmap.
 

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lurker's comment: although it is not a hard and fast rule, the number of lux (in this case, ivory) generally corresponds to the number of AI on your starting island or continent. Without knowing your preferences for OCP or ICP, you could settle on the BG in the middle of the ivory and control it all and then settle in the woods on the southern tip. These are your archer factories. FP wheat is a settler or worker pump. You're gonna need lots of workers because of all the jungle. Until you take out the Zulu, you may wish to forget the settler pump. My $.02.
 
BTW, my dotmap was a "Got it". I'll play tonight, but I'd like to hear more comments about both city placement, changing research to the Alphabet, and Admiral Kutzov's idea of attacking the Zulu ASAP.
 
As for research, the Byzantines have Alphabet, but wouldn't part with it except for all three techs.
 
3000BC - The reign of Louis has just begun. At first, he takes a look around to get an idea of what to do. Byzantines have Alphabet, but won't trade it. Zulu don't have anything. It looks like we have a Chasqui too many, and we are paying unit support. But I'll leave them for now. I don't think I'll change research and see if I can trade for it eventually.

Pre-turn: Change Granary to Barracks for possible war against Zulu, hit enter.
1. 2950BC: Warrior heads back for MP. Send Settler south. Scouts head north just to see how small our land actually is. Byzantines have a settler.
2. 2900BC: Pretty much the same. City next turn.
3. 2850BC: And our expeditions into new lands have decided to settle down. And they call the city Tiwanaku. And they think it a wonderful, fine city. Shave a turn off The Wheel by working coast. Build worker.
4. 2800BC: Byzantines have built a city. Scouts will cross Byzantine territory soon.
5. 2750BC: MM for shields in Cuzco, worker roads oasis. Check Diplo screen. You've gotta be kidding me. Byzantines have the Wheel! :mad: Finish up turn by angrily moving scouts. At least Zulu have absolutely nothing.
IBT: We apoligize for the mistake. We will move our troops out of your territory.
6. 2710BC: We have 5 turns on the wheel, I'll just live with it. Move in Chasqui for MP in the future, warrior heads to other city. Byzantines might be out of territory too (this would be really crowded than).
7. 2670BC: Chaqui moves up to see the very top of the island. We are on a rediculously small island with two other civs! Zulu haven't built a second city, but that'll likely change. I'm definately thinking an Archer rush will be the best. MM to shave a shield off of Barracks without loosing any research
IBT: I've left our troops in Byzantine territory! They force me to use my magical powers to save a turn or so walking distance :mischief:
8. 2630BC: Move scouts back to be disbanded for shields. Road has completed. Move worker to road to Tiwanaku.
9. 2590BC: Road, blah, blah, blah
IBT: Barracks finish, start Archer. Finish Worker, start Settler. Next player can veto this, since I have no idea if it will work right (probably won't), but I figure we could always change it to a spearman or archer without any problem.
10. Wheel next turn. Start roading the ivory. Scouts go south.
IBT: The Wheel has finished. Set to Iron Working (lack of something better), due in 20
11. 2519 BC: Same old, same old. MM for more gold.
12. 2470BC: Worker move *yawn*
13. 2340BC: Workers road and scouts move (the usual). Byzantines have Ceremonial Burial. I remember the Zulu exist, but they still don't have anything
IBT: Ivory connects!
Cuzco: Archer --> Spearman
14. 2390BC: Irrigate ivory. Zulu must have build a second city. Its on hills.
15. 2350BC: Move scouts.

Notes for next player: Road done next turn, which will connect ivory to both our cities. After I irrigate the ivory, work that square, instead of the sugar. You can keep playing with working the fresh water in Cuzco to shave off research time without loosing production. Keep an eye on the settler in Tiwanaku to see if it won't complete. Let's get Alphabet whenever we can. Since we are on an island, Curraghs are very important.

And, making sure that his empire was in good hands. Louis was pleased that the empire would survive. And, when bloodily murdered in a coup, and the next ruler took the throne to rule onward.
 
YanksGiants87 said:
im guessing we're cramming in max cities and not more space for size 9+ cities?


Given the amount of space we have at the moment and the lack of growth
potential , I guess that would be true :)

Settling 2 towns in the south , 1 in the middle of the elephants, 1 on the
tip looks quite good but I am worried that the land to the north may be grabbed very quickly.

We are going to need to build some military soon IMHO to ensure our capital is not an easy target.

PS -

Sorry if this is mostly :thumbdown but it is now 00-50 and I have
just got back after excessive new year :beer:

I am now going to :sleep:
 
And a screenshot, for those like me who like looking at pretty pictures, instead of boring text :D
 

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BTW, I built where I did because the settler was already heading in that direction. Also, I wanted to use the fresh water to help our Agricultural trait during despotism. Our next city definately should be to the north (we aren't in danger of loosing our that land down there any time soon).
 
@louis XXIV

I think we cross posted - my last post was sent before I
saw your turnlog :(

I'm certainly not playing tonight - I'm out all day tomorrow
but home in the evening so will probably start at about 19-00 / 20-00
and post before 00-00 London time.

Any thoughts / recommendations gratefully received !

Got it !!

Revised Roster

Noldodan
Louis XXIV (just played)
Sir Clive ( up - will play Sat evening London time)
ChuckDizzle (on deck)
DBear
YanksGiant87
 
As for research, the Byzantines have Alphabet, but wouldn't part with it except for all three techs.
What are you saving these techs for? Get Alpha and get some boats out.

Placement of Tiwanku is cool, lets you squeeze extra city in the south. Build rax and archers. The Zulu will soon arrive.

It is 23:30 here. Off to watch fireworks. Happy New Year to all...
 
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