CT6 - Just another Emperor SG

Chieftess

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Ok, since my other SGs (most of them) never seem to get off the ground, here's a normal emperor SG.

Civ - Maya (agr/ind)
Rivals - 11
World Size - Standard
Landmass - Random
Climate - Random
Barbs - Random
AI Agression - Normal
Culturally Linked Starts - Off
Level - Emperor

Starting Location:

CT_SG6_4000BCstart.jpg


Roster
1 - Chieftess
2 - Strider
3 - DeceasedHorse
4 - Scop
5 - Riccett
 
I'll play, but just a warning, I'll be gone most weekends.
 
Settings:

Mayans
Large Map
Max Rivals
AI VERY aggressive
Culturally linked starts on
Everything else random.
 
If this is C3C, I would definitely be interested if you'll have me. If not, I probably still would be anyway :).

I haven't done any SGs before, but I am currently playing at Emperor in C3C (with more than a few victories). I would like to be toward the end of the order if possible so I don't have to be responsible for making the very opening moves; I feel I'm a little shaky here still and I'd like to see how other people would open. Also, time shouldn't be a problem.

Preferred Settings: Standard/Random Landmass & Terrain Settings/Max Random Civs (including us)/Roaming Barbs. I usually play like this but I would be open to anything really. Haven't played with culturally linked starts in a long time but that would be fine with me also.
 
I wouldn't mind joining this, couple things first though...

1. This would be my first SG
2. I am currently playing at the emperor level, no wins above that yet.
3. I have finals the last week of Feb. and I will be away the first week of March. So I might need a couple skips if thats ok.

Only things I can say about the settings is that I don't really like culturally link start locations because it makes the begining game research to predictable.

I like the Mayans, only downfall for them is that our first offensive unit cost 30 shields. But the chance for free barb workers makes up for that, IMO.

Iroquois are good are probably my fav civ, but it really doesn't matter to me.

If my absense will be too much or my level of play isn't high enough, I understand. Honestly, my feelings won't be hurt if ya pass on me.

Riccett
 
Ok, this game is full! Gogf and Wizard, I'll start another SG and you two will be the first ones in. :)
 
The Save

Turn 0 - 4000BC

Moved worker NW. Looks like coast to the NW.
Settled where we were. We have floodplains, deserts, and hills, and oasises to the south. Set research to Alphabet at 20% (50 turns, even at 100%). Also moved a tile to the floodplains for quicker growth.

Turn 1 - 3950BC

Worker starts to irragate.

Turn 2 - 3900BC

Nothing.

Turn 3 - 3850BC

Nothing.

Turn 4 - 3800BC

Irragation done - growth now in 2. We now have a +4fpt surplus. Worker starts road.

Turn 5 - 3750BC

Nothing.

Turn 6 - 3700BC

Moved 2nd tile to the hills to get the warrior in 2 turns. Worker finishes road, and goes to irragate a tile 1 W of the capital. Moved lux rate to 10%. Moved science to 90% (research in 28 turns).

Turn 7 - 3650BC

Started irragating.

Turn 8 - 3600BC

Warrior is done and starts to explore.

Turn 9 - 3550BC

Warrior explores west and sees a coastline.

Turn 10 - 3500BC

Borders expand. There's marshland to the north.

Turn 11 - 3450BC

Warrior heads south, and sees some hills, and one with a goody hut.

Turn 12 - 3400BC

Warrior heads to the hill, 1 N of the goody hut. Worker finishes the road, and goes to mine the hill (with gold).

Turn 13 - 3350BC

Capital builds a warrior, and the warrior heads north. South warrior pops the hut, and we get Ceremonial Burial! [dance]. Micromanaged for happiness (Alphabet in 19 as a result).

Turn 14 - 3300BC

Northern warrior heads north, and sees marshes, a hill, and a goody hut. Souther warrior sees plains and grasslands to the south!

Turn 15 - 3250BC

More exploration.

Turn 16 - 3200BC

Northern warrior pops the hut - 2 barbs.
Southern warrior heads east, and sees hills and a river.

Turn 17 - 3150BC

Capital suffers disease and loses a pop point! Northern warrior attacks a barb and wins.

Turn 18 - 3100BC

Capital loses another pop point to disease! (no message was displayed) Thus, the warrior isn't finished. :( I'm forced to move the worker.

Turn 19 - 3050BC

Warrior is finally built, and attacks the barb next to the city. It loses!! :mad: I'm forced to move the worker again.

Turn 20 - 3000BC

Barbs sacks the city and it loses a pop point! argh!


Sorry about the bad luck from the start, the barbs really messed us up... but it seems we can build towards the south, since it appears to be ocean up north.

CT_SG6_3000BC.jpg



Strider is next!
 
Originally posted by Chieftess
Ok, this game is full! Gogf and Wizard, I'll start another SG and you two will be the first ones in. :)

Thank you very much. :)
 
Ok, at school right now, I'll get this once I get home.
 
Playing now.
 
Ugh, what a map! Oddly enough, designed for a civ just like ours :). We're gonna need that food bonus in the desert and worker power to irrigate and clear those swamps.
 
Yeah. Luckily, Strider just had a stroke of luck! (you'll see) :)
 
The Save

Turn 1:
Moved worker on hills(with gold) to mine/road. Figured we had to floodplain irrigated, and that'll be plenty of food for now. Moved Warrior and popped goodie hut. You can worship me later:

Joining.jpg


Turn 2:
Nothing of interest

Turn 3:
Copan is founded. Starts work on a worker to irrigate the desert.

Turn 4:
Nothing

Turn 5:
Nothing

Turn 6:
Switched the capital from a warrior to a settler.

Turn 7:
Nothing

Turn 8:
Brown Bordors appear, but not quite sure where.

Brown.jpg


Turn 9:
Were on an island (is that good or bad?) I'm also guessing this is an archy map, so who knows...

Turn 10:
Nothing

Screenshot of Capital and Copan:
Screen11.jpg
 
My advice to whoever is next would be to try and fill up on island as fast as possible, and make a be-line for map making. (we need those harbors/galleys)
 
Originally posted by Strider
Turn 9:
Were on an island (is that good or bad?) I'm also guessing this is an archy map, so who knows...

I'd like to think it's a good thing. The AIs do much worse on island maps, because they don't get to trade amongst themselves, don't explore as much as they need to, and spend far too many resources on troops that it doesn't know how to deploy. The latter might make conquest a little difficult, but it can still be done. I've had ridiculous tech leads on archipelago maps before the industrial era. Perhaps a Philosophy gambit for Map Making is in order?
 
I say we say no to the conquest/domination victory(s), and go either diplomatic, space race, or culture. We will need to launch on invasion though, take another island as our own, and place the FP there.
 
DeceasedHorse is up next! Good luck!
 
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