CTIV-7: King George the First

lurker's comment: any chance you can post that starting save... It looks like a position I'd like to start my own vanilla game from (as if I don't have enough SG action!)

Thanks
 
bobrath said:
lurker's comment: any chance you can post that starting save... It looks like a position I'd like to start my own vanilla game from (as if I don't have enough SG action!)

Thanks

I'll post it after I complete the first 20.
 
Musical Notes in Italics

Turn 0 -- 4000 BC

Put the soundtrack on shuffle starting with Baba Yetu.

I agree that the starting position is primo (although there's a slight temptation to move one tile east).

We have Agriculture (Corn) and Fishing (Fish) to start so that covers 2 of our 3 immediate resources.

Washington is built, the villagers provide us with a map:
ctiv7c7uz.jpg


Yep, we're in the north all right.

Heh, Washington's Music plays next on shuffle.

I decide to research Hunting first. I want us to get Archery pretty quickly (don't trust the AI).
Building a Warrior.

I check the random factors: low sea level, which means more land. Tropical climate, so our starting position is pretty good as we should not have to worry about tundra or jungle all that much (for now).

Turn 1 -- 3960 BC

:coffee:

Turn 2 -- 3920 BC

Sugar to our South.

Turn 3 -- 3880 BC

Cows as well.

Did I say "should not have to worry about jungle"? I lied. The forest appears to extend only 6 tiles south from the coast.

Turn 4 -- 3840 BC

Ok, after the unused opening comes Alex's theme. Foreshadowing?

Turn 5 -- 3800 BC

Washington's borders expand, get a better view of desert to our southwest.

Turn 6 -- 3760 BC

Hunting comes in. Start Archery.

Turn 7 -- 3720 BC

Stone to our southeast, and a lake it appears.

Turn 8 -- 3680 BC

Warrior is built (fortifies). Start Workboat.

Buddhism is FIDL.

Isabella's theme.

Turn 9 -- 3640 BC

That's no lake, that's the ocean! We're in the north, but it looks like we're in the Northeast corner ... we may have plenty of room to expand since we've yet to encounter anyone.

Turn 11 -- 3560 BC

Original theme music

Turn 13 -- 3480 BC

Archery comes in, start Mining

Warrior pops a Hut, the Villagers are hostile! :eek:

Turn 14 -- 3440 BC

Our warrior dies :sad:

Turn 19 -- 3240 BC

Mining comes in, start Bronze Working


Wow, so, um, I didn't meet anyone :crazyeye: ... however, since I explored E-SE while everyone is W-SW of us, that's not entirely without explanation ... still, though -- maybe we won't be crowded.

Huyana's theme

The world that we know:
ctiv7d3ej.jpg


The save:
View attachment 118198

The 4000BC save:
View attachment 118199

Roster
ChrTh -- Just finished
Bede -- UP (20 turns)
Methos -- On deck (take 10 turns)
Scowler
Maquis
Conroe
 
Got it for twenty. See if I can find some gold.
 
Bede said:
Got it for twenty. See if I can find some gold.
Found it and much else besides, not all of it good.....

Turn 20 (3200 BC)
Move the citizen down to the vineyard by the river. Gets us Bronze in 9 and the workboat in 3

Corn, sheep, fish and wine. Fried fish with cornbread and mutton.

Turn 21 (3160 BC)
:beer:

Turn 22 (3120 BC)
Washington finishes: Work Boat

Turn 23 (3080 BC)
Washington begins: Scout
Fishing boat sets sail and start training a scout to open the fog

Turn 24 (3040 BC)
:beer:

Turn 25 (3000 BC)
more :beer:

Turn 26 (2960 BC)

Turn 27 (2920 BC)
Tech learned: Bronze Working No copper in sight Did not implement Slavery

Turn 28 (2880 BC)
Research begun: Animal Husbandry

Washington finishes: Scout

Turn 29 (2840 BC)
Washington begins: Worker

Scout heads south and meets a representative of the Mongolian Empire

Turn 30 (2800 BC)
A parley with the Khan

Kublai.jpg


Turn 31 (2760 BC)
Gold in them thar hills
2760.jpg


Hinduism founded in a distant land


Turn 32 (2720 BC)
Ruh-roh
2720.jpg


Montezuma and a barbarian
Scout runs the other way

Turn 33 (2680 BC)
Lions and spicy bananas by the bay
2680.jpg


Turn 34 (2640 BC)
Lion runs away

Turn 35 (2600 BC)
Lion comes back. So long Scout it was good to know ye! :beer: On a jungle hill yet!
Scout loses to: Barbarian Lion (0.50/2)
Tech learned: Animal Husbandry to send the worker sheepherding and find the horses


Turn 36 (2560 BC)
Research begun: The Wheel as we are going to need roads and cottages to go with the loaves and fishes and lamb cutlets
Washington finishes: Worker

Turn 37 (2520 BC)
Washington begins: Archer need a little more of a defense with Kublai and Montezuma as close neighbors. Not to mention barbarians

Turn 38 (2480 BC)

Turn 39 (2440 BC)
Tech learned: The Wheel

Turn 40 (2400 BC)
Research begun: Pottery

Settler after the archer maybe, and chop the riverside forest to help him along, then plant a cottage. Send the settler southeast I think. There is sugar and gold down that away and it starts the proces of sealing off our corner.

Some nice ground to the south to the bay and horses on the beach to the southwest. Both Khan and Monte came from the south and went back to the SW.

Dotmap.jpg


This promises to be one heck of a diplomatic game. With a feather headed Psycho-bunny and the goateed Keshik Rider in the neighborhood.

Roster

Methos -- up (take 10 turns)
Scowler
Maquis
Conroe
ChrTh
Bede -- Fish, lamb found gold and friends(?) :crazyeye:
 
Turn 40 (2400 BC)
Washington grows: 4

Turn 41 (2360 BC)
Methos: I send the worker to the river-side forest to begin the chop. It'll finish a couple turns into the settler.

Turn 43 (2280 BC)
Washington finishes: Archer

Turn 44 (2240 BC)
Methos: DC is one turn short of growth so I put off the settler for a turn.
Washington begins: Scout
Tech learned: Pottery
Washington grows: 5

Turn 45 (2200 BC)
Research begun: Writing
Washington begins: Settler

Turn 46 (2160 BC)
Methos: Worker clears the forest and starts a cottage.
Judaism founded in a distant land

Turn 49 (2040 BC)
Washington's borders expand

Turn 50 (2000 BC)
Methos: After the cottage the worker moved to the wheat corn. He hasn't started any work yet.
Methos: The settler will be finished in two turns.

I’m thinking we might want to finish the scout (it’ll be done in two) after the settler. We need to see if we can meet everyone else.

Roster:
ChrTh
Bede
Methos- Just Played
Scowler- Up
Maquis- On Deck
Conroe
 
Afger looking at the pictures I don't think farming the corn will help with anything but health issues. Better perhaps to cottage the river bank northeast of Washington, move the citizen wokring in the vineyard up to the new riverbank cottage, then cut some more trees on the hill to push out another settler, and then dig a mine.

Does anybody have a strong preference for the next town site?

I would favor the red dot, or somewhere in that neighborhood. The placement is awkward relative to the coast but I think it will only have one coastal plot in its radius which can balance the oasis food output. Mu other reason for that spot is the lower probability of having to deal with barbarians in that direction as both Monte and Kubbe came from that direction. To the east is going to be barbarian heaven as there has been no or very little movement in or from that direction.
 
Good turns, guys. Monty + Khan isn't the best, but it could've been worse: could've been Genghis instead of his grandson, and it could've been Toku. If we're going to favor one over the other, definitely favor the dude that inspired Coleridge.
 
ChrTh said:
Good turns, guys. Monty + Khan isn't the best, but it could've been worse: could've been Genghis instead of his grandson, and it could've been Toku. If we're going to favor one over the other, definitely favor the dude that inspired Coleridge.

How do you know the other knothead isn't just across the strait to the east?

And where is Alex?

Throw in Isabella and the party is complete.
 
Don't tempt fate :)
I'll play my turns this afternoon and we'll see how many other psychos I can uncover :mischief:
 
Turn 0 (2000 BC)
- Citizen is transferred from hill to wine to bring Writing down to 2 turns.
- Archer is sent out ahead to scout red dot and check possible alternatives. Seems more prudent to use the archer rather than the warrior just in case something nasty is lurking in the undergrowth.

Turn 1 (1960 BC)

civilization420060303152055850.jpg


- Well, at least we're only "pathetic" and not "forgotten", but I don't like the fact that our nearest neighbours are currently topping the charts.
- Bede is right about leaving the corn for the time being; Washington is already at the happiness limit. However, I'm not going to build another cottage yet either. Instead, the worker marches straight up the grassland hill ready to chop for another settler.

Turn 2 (1920 BC)
- Writing is finished, so it's time to choose the next tech. That stone resource is a bit too far away to be usable at the moment, and we are too busy gearing up for expansion to spend time building lighthouses (though the Great Lighthouse would certainly be welcome...). I also don't see any point in trying for an early religion with a bright-eyed befeathered fanatic waiting to hammer home the merits of Buddhism. Since we have apparently been landed with the neighbours from hell, and we have no copper, I'd feel more comfortable if we could find an iron resource nearby.
- Next step: we sign OB with both Montezuma and Khan. There's no point in keeping borders closed at this stage as there is no opportunity to block them off. They are pleased with each other, so no diplomatic risk there, and if anyone more congenial turns up later we can always cancel after 10 turns. More importantly, it might - just might - help keep them off our backs for a while.
- Settler is finished so he gets kicked out after the archer, heading for red dot.
- Scout is ready in 2 turns, and the worker starts chopping (3 turns).

Turn 3 (1880 BC)
Washington finishes: Scout

Turn 4 (1840 BC)
- New York is founded with a nasty right on the doorstep! :eek:

civilization420060303152708532.jpg


Good to see some pigs in the vicinity as well.
- Scout sets out to explore and another settler is started
New York begins: Archer
Archer defeats (2.28/3): Barbarian Warrior

Turn 5 (1800 BC)
:coffee:

Turn 6 (1760 BC)

civilization420060303153123450.jpg


:rolleyes:

Well, he, Montezuma, and Khan are all good buddies so I open borders with Mao as well.
Worker starts building a road to connect New York and the horses.

Turn 7 (1720 BC)
:coffee:

Turn 8 (1680 BC)
:coffee:

Turn 9 (1640 BC)
Toilet.gif


Turn 10 (1600 BC)
- Iron Working due in 2 turns. Washington is currently set up so that the settler is finished the turn after; if there is any iron nearby it can be grabbed right away. Failing that, yellow dot still seems like the best option. Obviously we will want an archer to chaperone as soon as possible.

civilization420060303154155453.jpg


- Scout has been dodging barbs (there seem to be quite a few about) so has not got far. No sign of any other civs yet. Montezuma, Khan, and Mao are still pleased with each other but only cautious with us. Needless to say, we are somewhat lacking in oomph:

civilization420060303154536355.jpg


The save
 
Roster:
ChrTh
Bede
Methos
Scowler > Just Played
Maquis > Up
Conroe > On Deck
 
Turns done. Not too much to report. I set research to Alphabet after IW came in. Barbs are starting to pop up more frequently.

Spoiler :

Turn 60 (1600 BC)

Turn 61 (1560 BC)
Tech learned: Iron Working
New York grows: 2

Turn 62 (1520 BC)
Research begun: Alphabet
Washington finishes: Settler

Turn 63 (1480 BC)
Washington begins: Archer

Turn 64 (1440 BC)

Turn 65 (1400 BC)

Turn 66 (1360 BC)

Turn 67 (1320 BC)
Washington finishes: Archer

Turn 68 (1280 BC)
Washington begins: Barracks
Washington grows: 6
New York finishes: Archer

Turn 69 (1240 BC)
New York begins: Library
Comment: New York needs culture to get border expansion...
New York grows: 3
Archer defeats (3.00/3): Barbarian Archer

Turn 70 (1200 BC)
Archer defeats (0.12/3): Barbarian Warrior



IW came in, and we find one source of iron nearby:

yellow8mm.jpg


That should solidify yellow dot. The next settler should be going there.

Also, I spot where some of our barb problems are coming from:

barb6jf.jpg


Oh, and just to make the diplomatic trifecta... I meet Isabella in the SE.

izzy9gm.jpg


At this point, I just wonder how long it is until we meet Tokagowa? :crazyeye:

Here's the save:
 
Maquis said:
I set research to Alphabet after IW came in. Barbs are starting to pop up more frequently.

Are you planning on meeting the Barb threat with Letters? :crazyeye: ;)

At this point, I just wonder how long it is until we meet Tokagowa?

Not. Funny. ;)

Roster:
ChrTh > On Deck
Bede
Methos
Scowler
Maquis > Just Played
Conroe > Up
 
A few comments:

  • DC is current starving due to un angry citizen. Move a citizen to the sheep so we don’t lose any population.
  • We need to get one of NY’s archers to the iron city just in case of barbs. One thing, should we worry too much about fog gazers since we’re playing a Pangaea? It seems like every continents SG I’ve played we’ve always ended up alone on our landmass, so I’m uncertain about barb activity on Pangaea.
  • We have three wine resources inside our borders, with a fourth that will eventually fall into them. Once we get Alphabet I suggest trading our way as close to Monarchy as possible and researching it fairly early. Since we’re going the diplomatic route trading our wines off early would really help us relations wise.
  • How soon should we go after that barb city? I’m thinking not too long after we get the Iron connected.
  • We have Open Borders with everyone except Izzy. Might as well sign them with her too.
  • BTW, our scout is toast. There is a barb archer adjacent to both our scout and one of Izzy’s warriors. And since her warrior is a combat II hiding in the forest and we’re in the wide open, yeah, we’re toast. Looking at it more, we might not be. The archer is sitting on a goody hut and may, like in Meth01, sit there until attacked.
 
It looks like Washington was starving because of the Barb Attack that just occurred (can't work tiles with enemy troops). Governor should auto-readjust next turn, but yeah, it can be changed now.

EDIT: In terms of the barb city, you know ... maybe we should leave it. Isabella and Kublai may settle in that direction, and it'll effectively slow them down in getting into our neck of the world. Now, if we decide to head out that way ourselves, well, yeah, :hammer:

Also note that even though yellow dot breaks off our section from the rest of the world, the AI will still send settlers through our open borders. Perhaps we should cancel them until we're done settling? Or will that cause a diplo penalty?
 
ChrTh said:
Also note that even though yellow dot breaks off our section from the rest of the world, the AI will still send settlers through our open borders. Perhaps we should cancel them until we're done settling? Or will that cause a diplo penalty?

I'm not sure on this. I believe we cancel deals after eight or ten turns without taking a penalty, but I'm not entirely sure. Anybody know?
 
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