COR1: The un-Militaristic Celts.

Sounds interesting. I might join the second game.
 
If someone declares on us, we can plant a spy.

Okay, generating the new world... wish us luck!
 
And here's the starting location.

Cor1start.jpg



Kinda nice. A little too much jungle nearby, but, whattya gonna do?

Okay, I shall proceed to take my first ten turns.

If you're playing Mitsho's game, don't read further!
 
4000 BC: (1) Okay. Moving one west means getting 3 food a turn rather than 2 out of the center due to being Agricultural; add in the wheat, and add in being able to actually irrigate that wheat and the grassland from a river otherwise stuck in hills and mountains, and finally the 50% defensive bonus, and it adds us to there being no question. 1 west is the way to go.

The worker moves onto the wheat to get it irrigated, and maybe we'll get a Settler factory out of our first city. Wouldn't that be nice? :)

3950 BC: (2) Found Entremont. We seem to be on the eastern edge of a 3-thick mountain range. The river we're on seems to only exist in the mountains, but there's another one to the north going through forest. I expect that'll be our best place to expand, as the river will make our people more fecund. I guess bathing leads to more palatable mating or something.

I tell our scientists to start looking into Alphabet; we have no real need for military units. If we're lucky, we might be able to get to Philosophy first. Even with everyone working on it, it'll take 50 turns, so I put in the minimum 20%, and we're making 2 gpt.

Entremont begins to build... hm. A warrior would be nice for exploration, but I already know which general direction we'll be expanding in. Besides, there's a hut in expansion range, and if we have no units when we expand (which is *after* we'd build a warrior), it won't pop barbarians. Add to this that we're using the wheat, and I start building a Settler.

Worker begins to irrigiate the wheat. We like our gruel watery, apparently.

3900 - 3800 BC (3-5) Catch up on sleep.

3750 BC: (6) Worker finishes irrigating; turns to building a road to our massive gruel factories.

3700 BC: (7) Grow to 2 pop. Lux to 20% makes Entremont stable. No amount of science helps our research :rolleyes:, so we'll keep it at minimum. Settler due in 12, growth in 5.

3650 BC (8): Continue to enjoy population fecundity. And the word 'fecund'- it sounds dirty.

3600 BC (9): Finish Wheat Avenue. Worker moves west to mine the SG. Reveal more SG. Woot!

3550 BC (10): Begin mining the SG.


I know it's been a thrilling, action-packed series of turns, :rolleyes: but now it's time to pass it over to AndrewN, who will get a settler and will find out what's in surprise hut #1! As I said- find a place on the river directly north of us. Close placement may help us as we're trying to amass total culture, so feel free to set up the next city within 1 square of that forest 2 north of Entremont.

Roster:
Corrado
AndrewN [up now!] :thumbsup:
andvruss [on deck]
Kaiser_Berger
Greebley
a space oddity


Go forth and be fecund!

I gotta stop using that word.
 
I think this is a case where a granary may be better before the settler. With us being Agricultural and the irrigated wheat, we have +5 food and can build settlers every 4 turns once we reach size 5 and have mines. We will have sufficient shields with 2 bonus grasslands.

We take longer for our second city, but get more cities in the long run.
 
True indeed. If we get a settler factory going, the missed early settler will hardly be noticed. Agricultural is a beautiful, beautiful trait indeed.
 
I'll join the 2nd game, too.
 
Here's the current map, for reference:
Cor1_3550BC.jpg
 
I've got it.

I agree that a ganary would be the best. I'm surprised we don't have anybody out scouting yet. I'll post the results in a few hours...
 
Inherited turn: One city, one worker. Alphabet due in 42 at minimum.

Agreeing with the discussion in the thread I swap Entremont to Granary, due in 24. I would have liked some exploring warriors but the shield loss will be too great now.

1) 3500 BC Zzzz.

2) 3450 BC
Entremont grows and borders expand, which pops the hut, which gets me a warrior :D
The extra citizen was made an entertainer. I fire her and get everybody working. Tax to 4.2.4
Entremont grows in 5, granary in 11

3) 3400 BC Exploring

4) 3350 BC Exploring

5) 3300 BC Exploring

6) 3250 BC
Mine finishes, granary now in 6

7) 3200 BC
Entremont grows again. Growth in 5, Granary in 4. Tax to 1.2.7 (0gpt)

8) 3150 BC
Dyes found to the east of Entremont.

9) 3100 BC
Hut spotted, do I feel brave?
Road finished. Tax back to 2.2.6 for +1gpt.

10) 3050 BC
I think about the hut, but I don't want to hand a lot of barbarians over to the next player.
Worker mines.

Notes to the next player:
I am sending the warriors back fo MP duty. I have spotted a couple of reasonable city sites.

Entremont will finish the granary next turn and grow the turn after.

Currently Entremont is working the forrest for the extra shields. We will need many more shields for a 4 turn settler factory.

We have met nobody, have Alphabet in 32 turns and have 39g (+1gpt)

You're next andvruss
 
and our empire, with a few dots for good measure

Cor1_3050BC.jpg
 
I am thinking a worker (or warrior-worker) next is probably best. As mentioned will need more mines (I think we need 5 total on grassland squares) to get the 4-turn settler factory. If we start getting too big (we don't want to grow to size 7 and empty our food) too early, then make another worker. Having 2 or 3 workers at the start will really help.

Everyone knows how a 4 turn settler factory works right?

[Basic stuff: You start at size 5 with growth in 2.
After 2 turns you grow to size 6.
On the 4th turn you should be growing to size 7 and building the settler at the same time
The hardest part is remembering that you will have to move your citizen after you grow as it will end up on a forest and growth will be in 3 instead.
If you do not yet have enough mines you may want the forest so you grow every 3 turns and make the settler in 6 at the same time you grow].

Then we hope there aren't too many barbarians or angry AI civs, so our second and third towns can supply troops.
 
Great work, AndrewN! Glad to see us getting some exploring done and being a bit more prepared for the coming turns.

Interesting possible exploit- if we bring the warrior back to Entremont and disband him, not only do we get our Settler 5 shields (1-2 turns) sooner, we then have no military again, and can pop that second hut with a worker or settler with no problems.


As for the dot map- looks very good. However, it's OCP; are we sure we want that? I'm not asking because I think OCP is bad, I just want the question discussed before we start comitting ourselves. Without barracks to heal units or give us veterans, and with our early production seeming to go towards a settler/culture blitz, we may be better off going for a closer placement, allowing a better transfer of units down a road network, and allowing us to put out more culture in the same area.

On the other hand, it'll mean less productive cities when we get to Sanitation and cities get to use their full area. And unlike conquest/military games where we might win anyways by that point, chances are we'll still be trying to keep apace by then. Likewise, it'll mean taking less land overall because our settlers will be crowded together, and with no conquest, the bext way for us to get land is in this initial settler blitz.

If we do close city placement, here's my suggested dot map.

cor1_3050BC2.JPG


But really, I could go either way. Anyone else?


(Edited to fix the wrong pic being attached. Duh!)
 
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