CTIV-2: The Money Game

Great :thumbsup: I'll have the new start up in a couple hours (have to go to Yoga class first ... what? I like Yoga! :p )

Hopefully this time we won't have a start that looks wonderful to begin with but turns out to be total crap.
 
ChrTh said:
Remember, Warriors get a 25% city guard bonus. That was probably the difference.

Yeah, I realize this, and I understand the math. I'm just saying that, if you were to say each hit point of 100 equals a soldier, then 100 guys with clubs died to 100 guys with clubs, only killing 15 in the process. Sure, our guys should lose, just not that badly, IMO. But, such is the system that we've fallen in love with. :blush:
 
Ok, new start:
CTIV-2D.jpg

This looks good. I'd recommend we do Fishing :D

And the save:
View attachment 108203

Roster:
Conroe (20 turns) UP
Bede (15 turns) On deck
ChrTh
afpunk
Methos
 
Ok, folks. I'm normally the settle-in-place type. But this map got me to thinking that we may be looking at all of the land that there is to see. So I decide to move the warrior 1 tile north.

CTIV-2_Start.JPG


I did a dot map, as you can see. Is 4000BC the record for having a dot map? :lol: If we settle in place, this is a one city island. If I burn 2 turns, we can make this a 2 tile island and use ALL of the available land.

I felt that this was an important enough decision to discuss first. So vote now: blue dot, orange dot, or settle in place (and lose the forest).
 
I definitely think we should have 2 cities. I'm wondering, though, if Blue Dot should be 1 tile north. Yes, it'd share two tiles with orange dot, but the stone and clams could be swapped back and forth based on which city needs what (for example, if a city has an important build, it can be working the stone).
 
Looks like a Maryland clambake: pig roast, clams and crabs.

Two towns it should be. I have no preference on the location of blue.
 
We are agreed on moving the settler. Excellent.

CT makes a good argument regarding the blue dot overlap. If this were [c3c] it would be a no-brainer decision. However, I would probably choose not to overlap. Here's why: The cities on this island should have absolutely no food constrainsts, whatsoever. Assuming we can locate the health and happiness bonus', both cities should grow to max population quite easily. Blue dot will easily be a self-sustaining commerce powerhouse at full population! And, orange dot, as well. Delaying forest chops, blue dot should be able to construct any of the early buildings with the 5 shields from the CC and the forests. Then, when it is building the Wall Street (or some other high shield building), we can chop the forests and whip/buy the remainder.

I was hoping that AF would weigh in before I play my turn. But, I'm going to go ahead and get the ball rolling. I've decided that I will settle our capitol on orange dot. That way if someone wants to overrule me on the overlap, the option will still exist. Oh, BTW, there is a goody hut underneath orange dot.
 
Lurker comment: Sorry about the late comment, but I was reading through about the early warrior rush and had a thought. Do you guys think that an agressive leader would be able to pull off such a gambit? That extra combat I promotion might have just tipped the scales.
 
Though it sounds like you have begun playing, I agree with the general sentiment here. Two cities is well worth the extra two turns, I believe. And settling up north first as you have decided upon is most likely the best idea.


@ chriseay
Its tough to tell. The Warrior v. Warrior fights would've been 2.2 v. 3.4 instead of 2.0 v. 3.4. There's a combat calculator on this site that would give you the odds. If I wasn't on dial-up for the holiday, I'd get you the link. :)
 
Situation Assessment: Well, CT would have generated us an Archipelago map with the other options set to random. So, I'll kick this off by pressing F8 and see what we actually got for a map. We have a rocky climate with high sea level. No mention of landmass type. Not sure if thats a bug or a feature. With no mention of that setting, it will be more interesting to figure it out on our own. But then why give the other settings? Oh well, we take what we got! My guess is tiny islands. Should be interesting.

From our earlier discussion, I am going to burn the two turns to settle at orange dot on the north shore.

Our starting techs are Agriculture and Mining. As ChrTh pointed out, fishing will be a priority. Sailing would be nice, too. I take a moment to review our variant rules so that I don't hose it up. We must click on Currency and research those 4 techs, first. I'm allowed two deviations for Hunting and/or Fishing, only. Next, we must click on Banking and research those 16 techs. We are allowed 3 deviations for Archery, Sailing, and any other single tech. I think I've got it.

Objectives: Pretty obvious, explore the island and found a capitol. A boat or two would be nice, we'll just have to wait and see.

Turn 0 (4000BC): Move the Warrior 1 tile N to get a better view of our starting location. As previously noted, we are on a small island. I move the Settler north, as well.

Turn 1 (3960BC): The Settler pops the goody hut for 53 gold. And you are not going to believe it -- there is more land to the north. Unfortunately, it is tundra and ice. The tundra can take a workshop, but the ice will be useless.

Evidently, my math was off. Beijing is founded at orange dot, losing only 1 turn. I set production to a barracks, for lack of anything better to build. I don't see that we need another Warrior; and the Worker and Settler are premature. I set research to Fishing followed by Currency. Fishing in 6 turns, Currency in 126 turns. I'll interrupt the barracks once Fishing is complete.

Turn 2 (3920BC): Send the Warrior northward to see what is up there.

Turn 3 (3880BC):

Turn 4 (3840BC): I think I've made a critical mistake placing Beijing at orange dot. There appears to be a much larger landmass to the north. And from the chunk of floating, impassable ice, it may extend all the way to the top of the map. If I'd have left our capitol at the original location, or founded it on the tundra tile, it would have served as a natural canal city. Fortunately, the situation can be rectified with a fishing village up here. There are a couple of fish resource tiles, too.

Turn 5 (3800BC):

Turn 6 (3760BC): Border expansion. There is a 1-tile island to the west. The northern landmass is looking much larger, albeit all ice. Sure wish I would have queued up another Warrior, to help with the exploring, rather than that barracks. Oh well, fishing due in 1 turn.

Turn 7 (3720BC): Fishing learned; Animal Husbandry due in 12 turns. I suspend the barracks for a Work Boat. Emphasizing shields, I can get the boat in 10 turns, but I decide to leave it with food for the growth in 5 turns.

Turn 8 (3680BC): There is another icey landmass that is 1 coastal tile away. I also see more fish.

Turn 9 (3640BC):

Turn 10 (3600BC): Buddhism is founded in a distant land.

Turn 11 (3560BC):

Turn 12 (3520BC): Beijing grows. I emphasize hammers and the boat is now due in 5 turns.

Turn 13 (3480BC): There appears to be another 1 tile island off to the west (NW, actually).

Turn 14 (3440BC):

Turn 15 (3400BC):

Turn 16 (3360BC):

Turn 17 (3320BC): We've trained a Work Boat. I queue up another, due in 8 turns.

Turn 18 (3280BC):

Turn 19 (3240BC): Animal Husbandry is learned. The tundra tile has horses; it won't be such a bad tile after all.

Meanwhile, our work boat discovers another island south of ours. It appears to be small, maybe one or two tiles. I decide to send him the long way around and check out this island. We're in no hurry for a clam bake are we?

Turn 20 (3200BC): Well, there are at least 4 tiles on that southern island, possibly even 5 or more. Its appears to be lifeless, though, with 2 worthless desert tiles.

The world as we know it:
CTIV-2_3200BC_World.JPG


And our capitol, Beijiing:
CTIV-2_3200BC_Beijiing.JPG


The NW islands:
CTIV-2_3200BC_NWislands.JPG


The southern island:
CTIV-2_3200BC_SouthBeach.JPG


And finally, Iceland:
CTIV-2_3200BC_Iceland.JPG


We are currently researching Writing, which is due in 13 turns. Currency isn't due for another 104 turns; emphasizing commerce would lower that to 81 turns. Of course, that does not include gains from growth. That may not be a bad idea, since we cannot research Sailing until we complete Currency.

As for production, I would suggest a boat navy for the moment, with an odd settler or two thrown in for good measure. I really don't see a pressing need for a worker at the moment. The stone is useless until Masonry; although, the boost from a pasture would be nice.

I'll see about making an initial stab at a dot map later this evening.
 
I never thought I'd say this about an icy start, but that looks better than our last roll :crazyeye:

Roster:
Conroe -- Just finished
Bede (15 turns) UP
ChrTh -- On Deck
afpunk
Methos

Am I not seeing the save?
 
I don't see it so I don't gots it.

When I do push the research to Currency, build another exploring workboat and once we get some growth maybe build a settler.
 
I believe I'd push growth more. The bigger we can get the quicker we can research. Plus with all those coastal tiles we should be able to make some good cash.

Scratch that, just realized we won't be able to build the lighthouse until we know Sailing. If we could get a couple workboats to the crabs and clams that should help increase both our food and commerce. Too bad the boats have to take the scenic route to get there.
 
Methos said:
I believe I'd push growth more. The bigger we can get the quicker we can research. Plus with all those coastal tiles we should be able to make some good cash.
Curiously enough, emphasizing commerce and emphasize growth are the same thing right, now. The seafood tiles, IIRC, are 2F3G.

Methos said:
Too bad the boats have to take the scenic route to get there.
:( Totally my fault. Sorry about that!
 
Conroe said:
:( Totally my fault. Sorry about that!

I disagree. I don't believe any of us suggested building at the starting location. Unless I'm mistaken all of us chose to go to the orange dot. Oh well, its not that big of a deal.

Hope this island has a lot of future resources.
 
Now I sees it and nows I got it. Will put something up tomorrow. Growth and commerce are the orders of the day.
 
Turn 20 (3200 BC)

Turn 21 (3160 BC)

Turn 22 (3120 BC)
Comment: Borders to the south!

1.jpg


And the work boat turns back north to dredge for clams

Turn 23 (3080 BC)

Turn 24 (3040 BC)
Beijing finishes: Work Boat
Hinduism founded in a distant land

Turn 25 (3000 BC)
Beijing begins: Work Boat
Comment: Second work boat comes in and start a third
Comment: WB CtRh makes to the north

3.jpg


Turn 26 (2960 BC)
Comment: More fish in the south

2.jpg


Turn 27 (2920 BC)

Turn 28 (2880 BC)

Turn 29 (2840 BC)
Comment: First clam dredge in place
Beijing grows: 3

Turn 30 (2800 BC)
Beijing begins: Settler

I may have been hasty starting the settler but he should be in pace about the same time the Wanderering WB makes it to the crabs

Tech learned: Writing



Turn 31 (2760 BC)

Turn 32 (2720 BC)
Comment: The frozen north with its many fish

4.jpg


Turn 33 (2680 BC)

Turn 34 (2640 BC)

Turn 35 (2600 BC)

And the rest uneventful.
 
Roster:
Conroe
Bede -- Just finished
ChrTh -- UP
afpunk -- On Deck
Methos


I've already played 40 turns of CTIV-3 and 10 turns of METH01 ... do I dare play 10 more turns of Civ tonight? :mischief:
 
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