cMM2 - STRANDED (easy level, tough map)

Hmm, I would move the settler West + South West to the hill at the edge of the fog. It will have immediate acess to tobacco and soon thereafter access to another tobacco and a game tile. As we move West, we may discover fish or whales. That could change the decision in favor of wasting a bonus land tile to grab a bonus sea tile.

Another interesting option is going East + East. That's another hill tile that might reveal fish or whales, and it has the interesting property of generating very good income/science very early on. All that gold in a capital will produce more gold/beakers than half a dozen cities, acting as a science slingshot. Also, we are going through a hut on the way, possibly getting a warrior or a settler. The only down side is no obvious bonus food. Although the gold may actually have the sae effect as several cities early on. If we are under no pressure to expand fast, then going for fast science (and fast culture + boats) may actually be worth more than a fast second city. We can always use the seond city as a settler pump and concentrate on making our first city a scientific and cultural powerhouse.
 
You should consider on more thing about the capital location: It should be as central as possible on your island, to reduce corruption (though, on Regent, that may be not that crucial). But I faced a substantial amount of corruption even with the capital inthe middle on Emperor.
Oh, and don't count on the FP (of course, you could always found some crap towns and abandon them after the FP is build; didn't think of that in time).
And a coastal capital...Map Making is quite sometime away. I wouldn't risk to take any other path than CB (maybe you can skip that on Regent) ->Alpha(Curraghs!)->Writing->Literature (you need the libraries ASAP)->MM
 
well, I'd go (we play Monarch) for the Great Lighthouse. IF the Great Lib fails for some reason and we get contacts too late we are screwed. The Great Lighthouzse will mean a fair chance of contact earlier.
 
IF the Great Lib fails for some reason and we get contacts too late we are screwed.
How should it fail? With a proper prebuild (and there are some spots that are productive enough), the Glib is almost sure on Deity. Just use your second city, and join workers when needed ASAP. Remember, you don't need any military at all except for MP duty until much later.
And getting all techs up to Physics, then being able to buy that one, getting a 2-fer for ToG/Magnetism (had Democracy over some Civs) and funding my research with the IA free tech was incredible. Jumped from late ancient to industrial in 15 turns :lol: - only those Enkidus all over the place looked a bit outdated suddenly.

I don't want to spoil anything here, and I completely agree how helpful the Lighthouse is on archipelago maps. But considering the AI Civs knew each others right from the start, you will be insanely backwards when you meet anyone. IMHO the GLib is mandatory here, even on Warlord.
 
Doc Tsiolkovski said:
How should it fail? With a proper prebuild (and there are some spots that are productive enough), the Glib is almost sure on Deity. Just use your second city, and join workers when needed ASAP. Remember, you don't need any military at all except for MP duty until much later.
And getting all techs up to Physics, then being able to buy that one, getting a 2-fer for ToG/Magnetism (had Democracy over some Civs) and funding my research with the IA free tech was incredible. Jumped from late ancient to industrial in 15 turns :lol: - only those Enkidus all over the place looked a bit outdated suddenly.

I don't want to spoil anything here, and I completely agree how helpful the Lighthouse is on archipelago maps. But considering the AI Civs knew each others right from the start, you will be insanely backwards when you meet anyone. IMHO the GLib is mandatory here, even on Warlord.

neat, now how do you do without Markets etc in your cities? tiny cities - or did you run 100% lux?

nah, I do not like this gamble, ti makes you depend on UN victory usually. And I do not like being invaded with Cavalry when I have Enkidu Warriors as best defenders either - been there, seen that!
 
Markets I had. But I lacked the Govs and Poly. Was already building Colossei everywhere, when Cathedrals were suddenly available.

And note this wasn't a deliberate gambit - I tried hard to contact someone, and lost easily 30 Curraghs and Galleys :eek:. But if you look for your opponents under F10, you will note that you have little chance for the Lighthouse anyway (at least 2 Civs will try to build it by all means).

And, I wasn't weak by any means. I could have taken out most Civs easily, but one AI was a monster already. It would have reached Domination before I could have launched, and they were too strong for me; if they'd nuked me (they had Fission already, and Uranium), it would have meant game over.
So I didn't rely on a UN victory, I just was too lazy to fight smaller Civs that supplied me with Luxuries for something like 220gp (not gpt!), and suddenly there wasn't left much but island nations...Notethere wasn't even a 3rd party in the elections!
 
jkp1187: OK, added you as the last player! welcome!

Alright, not getting any more input from the players I'll finish my turns now.
 
(1) - 4000 BC: move the worker. <discussion>
I do not think our initial research rate is so utterly important that we should go for the Gold. I do not think we have a chance in a philo run, which would be the only rreason to go for research instead of growth.
I also do not want to delay founding the city too long - I have NO idea what barb level we have! Would be a bit embarrasing to get killed by barbs :lol:

I move the settler west and find another BG. Founding on the tobacco tile seems a good idea now - we can use 1 BG ASAP, then 2 BG and the Game once bordery have expanded.

(2) - 3950 BC: I found Ur. Order a Granary. Worker to game to road it. I do not think it is a good idea to waste 5 moves for the worker to walk around.
Research set to CB @ max (18 turns) - we WILL need Temples for happiness as I expect not to find any luxuries.

and yes, Doc, I play my games vastly different from your style. ;)

(3) - 3900 BC
to
(8) - 3600 BC: roading. worker moves to grassland.
(9) - 3550 BC: roading
(10) - 3500 BC:
(11) - 3450 BC: border expansion and growth.
island2.jpg

(12) - 3400 BC: road done, worker on to BG in use.
to
(16) - 3200 BC: road done, mining
(17) - 3150 BC: CB done, Alphabet @ max in 27.
to
(21) - 2950 BC: Granary finished, growth (lux to 20%, slows research to 29).
island_opponents.jpg

settler in 6, growth in 10.
(22) - 2900 BC: mine done, decide to now pop hut and explore (&road towards gold?) We get WC!
(23) - 2850 BC: I do something I hardly ever do, but with the settler due in 3 I want to know where to send him, so I move the woker norht onto the hill.
lookie, lookie: nice city spot!
island_city_2.jpg

this city will have three hills, one with Gold, share a hill with Ur, have a BG, share one, and have two fish to give us extra food for using the hills. Neat! Not a real production powerhouse, but also not too shabby.
(24) - 2800 BC: worker to city2 BG, treasure drops to 10 (-1 per turn).
(25) - 2750 BC: roading
(26) - 2700 BC: settler done. I select a temple as next build to further avoid troops - we have another hut to pop!
(27) - 2670 BC: settler moves
(28) - 2630 BC: mining BG starts, settler in position
(29) - 2590 BC: Sumer founded, research drops to 17 @ 80% for zero income.
(30) - 2550 BC: nothing.

the save:
http://www.civfanatics.net/uploads8/cMM2-2550BC_turn_30.SAV

sabo, you are up, have fun with it :D
 
Now we have two cities that can get good production going. I suggest from now on to adopt a tighter build, but not to overlap into the productive tiles of these two cities.
Hills, wheat, tobacco down south can mean a thrid strong city, too! I think we should build a second worker soon, then pop the hut and explore south. Remember, curraghs are MILTARY units, too! After you build one you risk barbs from th hut! Border expansion is in 31 turns, as long as no barbarians from barb camps show up IMHO we can wait that long for the epansion to open the hut before we build troops, too!
 
Edit: Sorry. But really, it does not matter at all.

and yes, Doc, I play my games vastly different from your style.

That's up to you. You are easily more experienced then I'd consider myself to be outside DyP/RaR. I suck in ptw/vanilla; I only do well in c3c because it adopted quite a number of DyP concepts.

But note:
I did start with CB @max. I did build a Granary first. I did found my second city at blue dot. I did not expect any Luxuries. ;)
But I think that island must have the World Tobacco monopoly :lol:.

We'll find out in the end which of the two wonders is the gamebreaker here.
 
carlosMM said:
(1)

sabo, you are up, have fun with it :D

Ok Killer, I'm at work right now and will do my 20 when I get home tonight, Did you say we should build a worker to go exploring south? Sounds good to me, does everyone agree?
 
I think we should have another worker, and I think we should explore south before sending out a settler. so roading-moving south seems fine with me.
 
Doc Tsiolkovski said:
That's up to you. You are easily more experienced then I'd consider myself to be outside DyP/RaR. I suck in ptw/vanilla; I only do well in c3c because it adopted quite a number of DyP concepts.
you pulled off a win on EMp - you must be a great player :)

But note:
I did start with CB @max. I did build a Granary first. I did found my second city at blue dot. I did not expect any Luxuries. ;)
But I think that island must have the World Tobacco monopoly :lol:.
:lol: :thumbsup:
 
carlosMM said:
I think we should have another worker, and I think we should explore south before sending out a settler. so roading-moving south seems fine with me.

Either that or we could make a settler and explore with him, I've done that a few times and had some luck with it. It might save 1 pop and some turns, it's a gamble but who knows I might go south and find the perfect spot for the 3rd city. There is a wheat down south so it might be worth the gamble.
 
sabo said:
Either that or we could make a settler and explore with him, I've done that a few times and had some luck with it. It might save 1 pop and some turns, it's a gamble but who knows I might go south and find the perfect spot for the 3rd city.

indeed, but we will need a second wroker soon, anyways, and lacking wheat tiles grwoth will be slower than prdocution anyways for now.

Your call, i trust you will adapt your strategy to the situation anyways :thumbsup:
 
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