CTR1 -- Jump Without Looking (the Deity Virgin Sacrifice)

@Sirp: That's what I figured.

I think instead of winning our focus should be surviving until Samurai. Build up a strong core of cities that can withstand assault and stay current with tech. Then we'll start worrying about winning :D

We need to find a coast (or verify the water south of us leads to the sea) to settle on, because we're going to want to get contacts happening.
 
I'm obviously in need of a good :spank:

So a cultural victory is out. The only reason I ask about victory condition is because I am a great believer in setting your stall out very early on. Obviously a decision isn't necessary yet, but by 10AD latest we should have a plan IMO.

Edit: I have just re-read the first post in this thread. The game is 1.29f right? Unfortunately I can't play 1.29, I am a European playing 1.14. Sorry guys. :( :(

I'll keep watching tho'
 
mad-bax, do you have 1.29f installed? I'm able to play both 1.29f and 1.14 PTW, I just startup with a different CD
 
I need another good :spank:

Yes. Changed CD and can now load the game. I told you I was qualified for this game ;)

OK Happy days, I'm back in.
 
It's is difficult to discuss city locations after only ten turns worth of map exploration. I think the two proposed city sites are good with what we can see so far of the map. I agree that our first two cities should concentrate on settlers/workers and the third should build military.

I usually place my first few cities with two tiles between them. This allows me to quickly move troops between them. I'm usually not that worried about overlap because most of my games are over by the time I run out of tiles to work. I like a little overlap because it allows me to share improved tiles between two cities as populations fluctuate and shield and food needs change.

I do not mean to sound like an authority when I post what I have done in the past. I am definitely a novice. I have never won an emperor game(but I've only tried once) and would like to find out what I am doing right or wrong.
 
Two tiles might be too close. This game could easily last into the Modern Age, and we would have very limited production from our core cities as a result. Three tiles is fine by me, but yeah, let's see what else is around us before we pick. Hopefully, after Space's turn, we'll be able to take a shot at dot-mapping :)
 
I think we should be clear on what is meant by two tiles between and three tiles between.

We need to agree on a notation:

C=city x=tile

Three tiles apart:

a) CxxxC
b) CxxC

I use b), in which case, three tiles apart, like the proposed dot map, would allow our defense to move from one city to the next in a single turn, but would limit production in the later stages of the game.
 
Good work it seems so far.

I think on this level it is very unrealistic to think that we will win this game. As far as I can see we have been successful if we are still alive when another civ wins by space race, culture or whatever. At the moment, I do not have a copy of the original civ3 so I am unable to load up the game, which is a real problem at the moment. With a bit of luck (and a few phone calls) my friend should give it back to me tomorrow. Therefore my comments on what to do are limited.

In general, what I tend to do as far as cities are concerned I try to restrict tile overlaps to around about 5 per city. I don't know what sort of a difference the skill level will make on this, but it seems to work for me on Monarch. I imagine this game is going into the modern age and therefore we don't want to cramp our cities growth too much. Having never even attempted a game on emperor level I am not entirely sure what sort of placement would be best for our game, but I imagined that we would want cities that could grow freely, and so where possible I like to place cities on freshwater, thus eliminating the need for a costly aqueduct. Also, as far as settler production, I try to allow my cities to remain strong after producing a settler and so try if at all possible to allow my city to be size 6 when a settler is produced.

Having been unable to load the game yet I cannot make any further analysis on our start. I would appreciate any comments on my thoughts from any fellow team members or seasoned pros alike ;)
 
Shard: I agree that in general spacing cities slightly tighter than OCP is a good idea, especially if we envisage producing large numbers of units in the modern age. But we are a long way from there. If we were to try an even tighter city placement, almost verging on ICS then it gives us an advantage early in the game for lots of reasons including lower corruption, less settler movement turns, fewer worker turns connecting a trade network. We won't feel the affect of a tight placement until after hospitals. At this point we can either pick and chose which cities become metropolsis or we can selectively abandon cities if we are desperate for fast unit turnaround. Although its dangerous to generalise I tend to build at around 11 tiles per city and this seems to be effective. I'm not saying we should do that, as different styles vary. Sirp, Space, Wanderer and I know a guy who medals every month in GOTM with a city spacing of around 7 tiles per city. Being able to build more densely than the AI can be made into an advantage.

As far as settlers are concerned, I think that both our settler factory and our worker pump city should be kept to below size 7. When the city reaches size 7 the granary empties and from then on takes twice as many food to grow one pop. I predict that our settler factory will bounce between size 5 and 3. Getting the optimum 5 food per turn should not be difficult in the capital, meaning we can grow every 2 turns. This supports a settler rate of 1 every 4 turns, and is the best you can do, and is also the reason start 3 was the best choice. We need to concentrate on being able to get 30 shields in 4 turns, and this might not be trivial (e.g. one turn at size 3, two at size 4 and 1 at size 5).

Finally: We WILL win the game. Just take it easy, listen to people like Sirp who could win this game himself by 1000AD and we'll be fine. :)
 
start 2 could have also produced a settler every 4 turns. The water was fresh. There just isn't any place to send the settlers. :)
 
Originally posted by Earp
start 2 could have also produced a settler every 4 turns.

If you can find the time, could you tell me how please? I just can't see a way of getting 5 surplus food and 30 shields in 4 turns. If you irrigate the game through the Bg tile you only get one shield from the BG and then you're screwed aren't you? As I say, I would be grateful if you could spare the time as it's teh ability to do things like this that separate me from decent players.

Thanks in advance :)
 
On start#2, the fish on the lake is +3 food and both of the grassland+wines are +3 when irrigated. You can not irrigate the tundra that's under the game. I'm not sure about the thirty shields. I'd have to work out the math, but there where plenty of bonus food tiles.

Are you sure that we can have +5 food with this location? Under depo, we only have two +3 food tiles(the flood plain and wheat on plains) and the capital is only +2. I haven't had a chance to open the savegame. Am I missing something?
 
<delurk>
You're not missing anything - the most you can get to is +4 food per turn by working the flood plains, the plains wheat and mined grassland or irrigated plains. (After you get out of despotism, if there's still room to expand, you'll have your +5 and then some.)

You could get a warrior and a settler every six turns starting at size 4 with no food in the box (with a granary) if you move the citizen on the irrigated flood plains to work a forest tile every third turn. You'd waste just 2 shields and zero food per cycle, which ain't bad. :)

(At size 4, set to warrior, work both bonus food tiles and the 2 BG for two turns. Then set to settler, switch to forest tile. After growth to size 5, make sure the governor has you on max food again --- might have to move citizen manually from forest to an irrigated plains --- let that go for two turns, then back to the forest to get the settler as you grow to size 6.)

At least, that's the best plan I can come up with in five minutes. :) Hope it helps.

Renata
 
Hi guys,

my internet provider decided this was a good time to f*k up the connections. I'm now on a limited modem connection so I need to keep it short. I played my turns without being able to read all the good advice and it shows... :(

Here's what is written in the annals of the great Japanese people about the years between 3500BC-3050BC.

pre-turn
It is said that in the year 3500BC our great ancestrial city would expand it great cultural influence over the fields where our great-great-grandfathers worked to bring water from the rivers over the lands. All was well. The bravest of our people went exploring the lands surrounding our magnificent capital, that was still like a village then.

turn 1, 3500BC
The borders did expand in this year, the people got to know the great grey beast with the valuable teeth. They made plans to make some use of this magnificent creature. More brave people went away, leaving those that stayed behind some luxeries, to still their pain, believing that the money invested would yield more by the greater knowledge. The waters are alive with even bigger beasts, heralding deep waters.

turn 2, 3450BC
Our first exploration team so huts from the mountaintop. They thought it wise to only report this, and leave it for a later, more strong team and better defenses installed in the beloved homecity. Our third team would be ready in the near future, they did not need all the shields so the people moved from the forest to the green field.

turn 3, 3400BC
Our third great braves came to be, so the people turned their energies to building a structure to keep the food longer. Wise men believed this would be of great benefit. Since the people had a few of the braves guarding them the luxeries where saved again.

turn 4, 3350BC
Planners computed optimal yield by working the wheat and the green shield yielding fields, not a grain would be lost, and growth was expected in three turns. The braves dared even further, the new team also saw huts, the instructions remained although some of the enthousiastic young braves had to be stopped: "Curb your curiosity, our workers are of too great a value to be lost, you'll see some action one day, I promise".
In the flood plains roads were ordered.

turn 5, 3300BC
Our western away team found flagrant incenses, more flood plains, wheat and black and white spotted herds.

turn 6, 3250BC
Our eastern team spotted wonderfully coloured, thin threads which would hold great value when used well.

turn 7, 3200BC
Our numbers grew to 60.000. 10% procent of Luxeries came available to the hardworking people, still leaving an income of 6 gold per turn, adding to our growing wealth. More of the 'silks' as the threads were dubbed showed in the western forests. The workers were sent to the green, shield yielding grasses.

turn 8, 3150BC
The workers for the first time in those days started to mine for extra shields, as the need for quicker production was apparant even in those early years when our people were still innocent of the existence of other great nations.

turn 9, 3100BC
It was in this year that the emperor harakiri'ed. The light blue borders showed and it was only then that our people realized, they had seen the strangely coloured men before. They did not negotiate with these people in all of those turns. Some people heard his last words "but I could not consult the gods, the heavens were concealed to me" but this was the only thing that is recorded of this black page in the history of our great recoverance. Not all was lost, our braves went on in search of other nations that would share their knowledge and our hopes where the cost would go down.
The in those days great Americans had:
- access to incense
- 35 gold
- Bronze working
- Masonry
- Warrior Code
3 cities
and were (altough ever so rightly annoyed) ready to sell either BW or WC but not Masonry.

turn 10, 3050BC
Eastern away team finds a big jungle.
 
Pictures of the lands:

CTR1-East-3050BC.JPG


CTR1-West-3050BC.JPG


CTR1-Kyoto.JPG
 
Notice the location of the elephant on the last picture. It is hidden behind the minmap in the other two.

Sorry guys, I totally forgot about the fact that we had met the American already (like I said, no internet access). I did not notice the D in the status screen, either. I don't know what I was smoking. I did not meet anyone else, so hopefully prices where too high anyway. Otherwise feel free to :spank: me.

Anyway here's the save

Space
 
On the Huts:

I think we should pop them. I know it's a risk, but the Americans are about, and they'll explore more area than we will, and are more likely to get to them before we can (again)
 
The first one I maybe should have popped the warrior was being built in our capital and would have been finished in time.
The second definitely not at that time: the worker was exposed and would have been a shame to have to stop him. All that hard work for naught :).

BTW Sirp told us a good way to pop 'm: settle next to it!
 
Sirp is right...if there isn't an expansionist Civ sitting next door; at least, that's the way I've always played it
 
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