My previous game I played to turn 35 or something. Want to replayed the game with buffy mod. Simply find the UI improvements to much of a comfort that regular game just feels a bit outdated.
Will play "optimally" from my situation and not use map knowledge to get further ahead than i would without the map knowledge.
So with that prelude.. My game:
T0:
Settle on Stone seems fun and fast. But was watching the PH. The problem with the hill is that it removes the GLH option. And with either stone or coast.. the Pyramids or the GLH is great stuff. I do prefer the pyramids with a creative leader. Just so easy to get up cities running 2x REP specialists (basicly 2 gold mines). Just need some decent food to go along with it.
From the demo screen we se only 1 guy with mining. no Mansa no Hammurabi. Standard worker first deselect tech. Scouting alongside the river. Seems like nice land.
T1:
Scouting alongside the river. Seems like nice land.
Demo: we are 4th in landscore with 8000. That means 3 guys are probably inland and 3 guys are maybe on coast. Hard to tell. But its relevant info for the possibility of GLH.
Also the low mining players is relevant info. for both GLH and pyramids, and maybe TGW.
The GNP also indicate there is 2 culture guys, since we have 3th place with 20 (we have oasis and cultural). Also seems like atleast one guy is CAR. All onther AI also settled on non PH tiles with capitol. 2 guys are only working a 2F tile.
So there is a lot of intel to get from the demo screen! Under you the highlighted numbers is what i have used to come to my above conclusions. and this is turn 1.
T2:
scouting - nothing interesting.
T3:
Demo: Can comfirm there is at least 1 creative leader. So the other high GNP player is probably a financial AI with an oasis or similiar.. Or we have 2 creative AI on coast.
You can know for certain (i Think) if you really study the landscore and GNP values. Compare average up to your score etc. But from my rough estimate i guess its one financial (scary) with oasis and a coastal creative leader.
Scouting river pigs and coast fish with river and FP! The pyramids seems like a great play.
T4:
Meet haty. The coastal creative player. She have not founded 2nd city. Se a clam (bad seafood).
Find river rice aswell. But hathy cap is capitol close. So here its going to be important to settle fast to get the good land. Luckily we are IMP with high hammer possibility
Its also really important to look at EP screen! She has 0 points on us. That means she has definitely meet 1 player and maybe 2.d So she is maybe cramped for space.(I think different AI's has different players they focus EP points on early.).
It also means getting OB and a fishing boat on the water is a high priority.
T5: Decide tech time.. HM A couple options. Agri or AH
Agri will make AH 20 % cheaper. We also get 5 % discount on or starting 5turns of beakers because we met haty (who knows about agri).
We also se the wet rice.
A small city placement plan. Also see 7 health resursens in the start.. so maybe cities can do without fresh water. Not sold on the 2nd city placement. I Think 1 city will give TR after boarder pop but not sure. hm... thats 2 commerce. for a long while. Sailing is far away.
I also like Agri first because of the rice.
I'm thinking something like this. Go agri -> AH - BW (Masonry) and chop whip hard. Think i preferer mids over GLH here. becuse of high food, low happiness and stone.
Without stone.. GLH is obvious.
I see a couple forested hills and maybe warriors will be enough (we also have fairly high production and creative will help us fogbust. will probably need 5-6 warriors so archery is maybe something to prioritize.
Haty is still without second city. She put 3 EP points on us. So she has probably met 1 guy.
So with my general plan laid out i will just keep going until something changes my plan.
T6-T7
Moving scout 1 tile at a time. Will try to fogbust the land next to haty first. Thats the contested land for now. with this scout placement we are fogbusting all the red tiles. The blue one is harty fogbusting and we just have 7 tiles where units can spawn. hopefully.. we get no barbs. (that would be amazing). 18 turns until CAP boarder pop and even more tiles will be covered.
T8 first barb.. a lion east of cap! (do animals fogbust?) Buddhism got founded.
T9 agri is done in record time (thx oasis and haty!) AH is 10 turns away. worker is 3 turns. Maybe some dead worker turns.
T12 worker done going for the wet wheat. 7t untill AH.. thinking about going for the cow first. to get my warriors out. Think maybe 1 dead workerturn.
T14 A bear West of cap! Maybe we dont get any barbs!!
T16 no signs of other barbs just yet. 9 turns til cap pop boarders. Still not hindu.. hm... maybe haty kan get it.
T17 There is hindu. And no dont think it was haty. she would have instantly swithed into it (because she is SPI). Also.. 10 % vs 13 %.. does that man buddism is in 2 cities.. or is it buddism is in a higher pop city?
Wheat is done. and yes.. 0 dead workerturns! Who!.. and im going for cows first. Barb situation is still pretty scary. also need to scout my land! The bear is running after my scout.. so not as good Fogbusting.. :/
T18 Noticed that haty has 4 EP points on me. So it shows how important it is to study that screen the first couple of turns. Because now it seems like we are alone with here. But we know for a fact that we are not.
T19 first warroir.. sending him NE to forested hill. Unfortunatly I need to risk moving him blind. Need to quickly set ut Fogbusting to secure my area before suddenly a barb invasion. and AH is in! we have horses.. to far away to be useful in short tearm but nice to know. Going BW next.
T20 the bear is living life! He has probably been at a great help in securing the land W of cap.
T21.. the bear moves on green flatland and disappears! no more animals! The Warrior survived (for now) his big leap of faith. 4 turns untill boarder pop.
T22 first archer.. damn thats scary! cow is done we have 6 H production in cap. size 3 next turn. Will probably start settler production at size 4. Need many many warriors.
T25 finaly boarder pop ! and we have fogbusted a majoriy of our land! Now its just 2 more warriors and fortify on forested hills. Will probably need chariots to clear land..
T28.. 4th warrior and we are paying unit cost.. 1 gold.. cant affoard another warrior.. starting settler. haty has 3 city.. hm.. think thats average.. nothing to fast.
The 1 gold is also making me turn of research for 1 turn. if not i will lose a beaker every turn. because 100 % researh is 11 and -1 gold beakers (total 10).. but 90 % researh is only 9 beakers and 0 gold (total 9). So we lose one beaker every turn if we dont optimalize. very important early.
T29 going to farm the FP while i wait for BW. Also going to try to doubleteam a archer in a desirable defensive position. I have so fare seen 2 archers. And thats not to bad.
T31 slow but steady and with (small risk) I can afford to lose 1 warrior (it will help with unit costs. And hopefully damage the archer. But claming land and fogbusting.
Also considering if migth change the plasement of my first city. Placing it in range of horse and pig and share cap tiles. Will be a great city for early workers. I also think it will get TR before boarder-pop
Will take a small break and start a new post. max 10 pictures pr post