DG01 - Snake eye

had a look at the save. we do have copper but it's all the way up north just like the marble.

As for builds I would go for oracle ->lighthouse -> settler in the capital and let the other city produce a mil unit to accompany the settler.

By the way, we should work that cottage. It's important to work those early on so we can reap the benefits later on.
 
It's been worked a bit, I switched to forest to get some extra production. I hate losing wonders. It should turn into a hamlet soon.
 
Note: As not much is currently going on on our continent I suggest we take 15 turns each in the 2nd round of this SG.

Here's the report of my turns:

Turn 0 1000 BC:
I check our empire and city screens, I make one change in Tenochtitlan, instead of working the Clams (4 food and 2 commerce) I work the cottage tile (2 food and 2 commerce). The Cottage will grow into a hamlet in 4 turns, so will start making 3 commerce soon. The city is currently at max happiness/health so we don't need the extra food of the clams at the moment.

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Turn 1 975 BC: *yawn*

Turn 2 950 BC:

image006.jpg


The Oracle is completed in Tenochtitlan, as Metal Casting is the most expensive free tech we can get, I choose Metal Casting. This discovery makes us enter the Classical Age. We start building a Lighthouse in Tenochtitlan. A Workboat is finished in Teotihuacan which is going to connect Crabs in the next turn. We change production to a Granary.

Turn 3 925 BC:

Archery discovered, changed research to Iron Working so we can start building workers to clear those jungles up north. I change the production in Teotihuacan to an Archer.

Turn 4 900 BC:
Lighthouse completed in Tenochtitlan, I start building a 2nd Galley so we can colonise the east island next.

Turn 7 825 BC:
Galley finished in Tenochtitlan, start on settler.

Turn 10 750 BC:
Archer finished in Teotihuacan, continue construction of the Granary. I move the archer to the Galley.

Turn 13 675 BC:
Settler finished, start on Archer. I move the settler in the Galley and move the Galley to the eastern island.

Turn 14 650 BC:
Iron Working discovered, start on Writing

Turn 15 625 BC:
Archer finished in Tenochtitlan, start on Forge. Move the warrior in Tenochtitlan to Teotihuacan and give the archer City Garrison I promotion and fortify him in Tenochtitlan. Meanwhile our Galley reached the shore of where I had planned to build our next city...I unload the settler and archer. Can't build the city yet, so that's for the next player.

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I marked some locations that seem to be good spots for our future cities... a settler/archer is already waiting at site 1.

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This seems to be a nice spot as well... little bit more to the north of our continent. We'll have access to Iron, Gold, Wine, flood plains and hills there.
 
That's cool dotmap. How did you make those little signs?:goodjob:

I would place future city 1 one west to avoid all those desert tiles.
 
Till said:
That's cool dotmap. How did you make those little signs?:goodjob:

I would place future city 1 one west to avoid all those desert tiles.

You can make those signs in-game... go to Glove View and then turn on the Strategic Layer (the button most left above the minimap). Then you can add signs like this... you can name rivers or mountains if you want :) Or, like I did, suggest new city sites. You can also "draw lines" which is a bit like spraying Graffiti on the map to indicate strategies or something.

Updated Roster:

Dimy - just played
ThERat - up
Till - on deck
Gufnork
 
got it, try and play tonight so this can go back to Europe. I agree on city site #1. It would give 2 desert tiles which is ok, but we can get 2 hills, thats important with so much water
 
save

Pre-Turn
well, there isn't really that much to do

1. 600BC
chnage my mind, if we settle to the west, we can get the fish within the workable tiles, so move settler

2. 575BC
found Tlateloco, change capital to temple in 3 since we need that happiness

3. 550BC
zzz

IT writing is in, go for monarchy to connect the wine in future

4. 525BC
temple in the capital will finish next turn, enable growth

5. 500BC
capital at pop7, go for shields again

6. 475BC
our faith has spread to Tlateloco, good, now it can expand it's borders

7. 450BC
zzz

8. 425BC
Teotihuancan is at pop5, max happiness at the moment

9. 400BC
nothing

10. 375BC
watching our poor lone worker mining is exciting :crazyeye:

some interesting info
dg01250a.jpg


11. 350BC
capital is unhealthy already due to forge. go for a jaguar for settler cover
read that the Pyramids have been built somewhere

12. 325BC
Teotihuancan finishes it's lighthouse, go for a work boat

13. 300BC
the jaguar is ready, next a settler to expand

14. 275BC
jaguar is on the other Island on the way to the city spot

15. 250BC
work boat is done, go for another worker next (we need that for the other Island)
the border of Tlateloco will expand next turn, just on time for the work boat

we should try and get the GL in our capital

dg01250b.jpg
 
Good call on the city placement, that extra fish will help more than the fresh water, plus we have productive squares instead of desert. I want to move Future city tile 2 one step north, that way we'll get two hammers in the city square and we won't have enough food to work a hill there anyway (unless there's a lot of seafood there). Tile three and four are good, but I suggest we gradually work our way there. No point in getting a lot of extra distance costs when we're not in a hurry.

I think Tenochtitlan ought to concentrate on producing settlers, we need to expand a bit more. We should also head for Code of Laws and Currency to afford our expansion.
 
Dimy said:
You can make those signs in-game... go to Glove View and then turn on the Strategic Layer (the button most left above the minimap). Then you can add signs like this... you can name rivers or mountains if you want :) Or, like I did, suggest new city sites. You can also "draw lines" which is a bit like spraying Graffiti on the map to indicate strategies or something.
Thanks that is awesome!
Gufnork, i think you get 2 food 1 shield and 1 commerce no matter where you found your city. So founding on a hill always means losing a lot of potential shields.
Any suggestion on what city to found next? Spot 4 looks very tempting but i am unsure on how bad the distance corruption will be. I think i'll go with spot 3 instead to get that sugar. Our capital could do with some in order to go grow some more.

I won't be playing tonight so you have time to comment, if you want :)
 
Cities founded on plains/hill gets 2F2H1C. Also, cities founded on resources gets the bonus from it, but it's almost always worth avoiding it since improving that square gives more than improving other squares. The only reason to found a city on a resource is if that's the only way to get another resource tile, to protect it from pillaging or to get it quickly (used for chariot rushing before the patch).

I agree on the next city, spot 3 looks like the best spot right now.
 
Inherited Turn: Nothing to do, everything looks fine except that a lot of people in Technotitlan caught a cold this winter.
The Emperor advertises his favourite medicine, chopping the heart out and burn it on a pyramide, but the stubborn populance won't listen.
Besides, we have no pyramids! To get over that relevation, the Emperor spends the rest of the turn inside the Oracle building, inhaling
strange herbs and watching the priestesses dancing to appease Chicomexochtli.
*enter*

225 BC: Tlateloco's borders expand. I send one Galley up north in the hope to discover a passage to another continent. The sailor of today have no guts, whatever happened to suicide galleys?!
The Jaguar gets City Raider I and fortifies on spot. Our workboat starts fishing and that is all that there is to do.

200 BC: I decide to work on a cottage instead of a forest in Technotitlan. It slows down the settler by one turn but it will help in the long run. We have to do something about our finances.

175 BC: Worker finishes in Teotihuacan. I start a Temple as we reached happiness maximum .Also change one worked tile from fish to forest in order to stop growth and get the temple earlier.

150 BC: Monarchy comes in! "Soo what is that monarchy thing you spend so many years and so much of my money to research?" "Basically it boils down to that you can call yourself King now" "..."
The Emp.. King orders to research Masonry next, as it is cheap! Seriously, i seem to recall we agreeded that we want the Great Lighthouse with all those coastal cities.
Meanwhile a settler is ready in Technotitlan. Now what to do. We are running -4 gpt with 13 gold in our treasure. We need to do something about that.
Initially, i planned to start a worker but then i spotted The Colossus. +1 commerce on every sea square ain't too shabby. I decide to give it a go. Our two workers finished roading the wine and now start on a
winery. Due in 3. That allows me to put Teotihuacan back on growth.

125 BC: We are last in approval rate!! Why, how dare those ungrateful worms complain?! We are also last in Land Area. Hmm.

100 BC: Masonry arrives and i start on Compass. Harbors will do a world of good. Our settler arrives at spot 3.

75 BC: Hindu Temple completes in Teohuacan. Teohuacan is not at max happiness/health 7/7. Again i'm torn on what to do. In the end i decide to go for a Forge.
Texoco is founded. Construction of a Lighthouse commences.

50 BC: The King has time to admire the winery, but can't help the feeling that the grapes are a bit.. flat.
wine0og.jpg

25 BC: We are first in Mfg. Goods. That's nice. But we had to turn science down to 80% :sad:

1 AD: Technotitlan has reached max Happiness but is quite unhealthy now.

25 AD: Somebody founded Confucianism I prepare our worker for transit to the island.

50 AD: Tlatelolco (lol) finishes the construction of a lighthouse. A granery is next in line.

75 AD: We are last in land area but second in population. Interesting. How can the Ais affort all those cities?

100 AD: Forge completes in Teotihuacan. Going for a Settler next.

125 AD: Oups sugar plantation need Calendar. Wasted a few worker turn here, sorry. :cringe:


The Aztec empire:
ln0uk.jpg


----------->The Save<-----------

I would suggest we go on with our balanced expansion. There are no libaries as of yet, that needs to be changed. And the Great Lighthouse waits to be constructed.
 
Nice set of turns there :). As for suicide galleys... they are no more since Civ IV. But they weren't very realistic anyway, I like it better this way. Don't worry about the science back to 80%, it's only normal, there are very few games where you can run at max science the entire run. It seems we're in really bad luck with this game, I did some test plays on this map setting and always had contacts in pre-caravel time... We need Optics to get contacts apparently :(. As for military units... I think it's better to leave them unpromoted until we need them in a war situation, we can then give them the promotion that will most suit the kind of attack we're planning.

Updated Roster:

Dimy - on deck
ThERat
Till - just played
Gufnork - up
 
Save: View attachment 105466

Inherited Turn: Convert to Slavery + Hereditary Rule. I'm the :king: now and I'll make sure you know it :whipped:! Switch a citizen to work lake instead of workshop (why workshop, an engineer also gives 2 hammers AND 3 GPP).

150AD(1)The lazy people of Texcoco are frolicking around in the forest. There will be no frolicking under my rule! Workers sent to clear the jungle and build a mine, where they can work like normal subjects.

175AD(2)Galley extinguishes the last hope of finding another island. Damn you Quetzalcoatl, you promised us blood! I'll skin you and make you into a pillow!

200AD(3)Great Lighthouse built in Persepolis. Damn you Cyrus, damn you!!! Atleast my statue is complete, a 100 foot version of me. Tremble before my might, you pitiful peasants! Now all we need is a Library where we can keep all the books about my achievements.

225AD(4) Moses has been born in Tenochtitlan. I immediatly see his potential and immediatly put him to the whip. The infant builds a shrine to our gods within days. Unfortunatly Moses dies in the process, but his parents gets the honor of being the first sacrifice on the new altar. Let noone say I am anything but fair! I let the pilgrims fund some of our research and raise our science slider to 90%.

250AD(5) Ah, our expedition team has finally finished packing. Took them long enough and I bet atleast half of them still forgot to bring a toothbrush. Useless rabble. I decide to send them towards the eastern part of our newfound island, we need workers before we can send any towards the jungle. Which is what Teotihuacan will do next.

275AD(6) Workers finished with the mine. Finally an end to the frolicking! Hi ho, hi ho, into the mines they go. Workers start improving Tlatelolco.

300AD(7) Damn you settlers, you can build some toothbrushes later, don't stop in Tlatelolco to shop! Compass complete, start work on Code of Laws.

325AD(8) Worker complete in Teotihuacan. He's sent north to start making new cities up there profitable. If you forget the machete I will bring some to you, but not the way you'd want me to :ninja:! Tenochtitlan finished with Library, starts production on Harbor. We wouldn't want our people to die before I have time to sacrifice them, now do we? Besides, settler production will go that much faster. Oh, Teotihuacan starts building Library.

350AD(9) Bah, I'm bored. Off with his head. No no, not his, his! On second thought, off with both their heads. I'm feeling generous.

375AD(10) Granary complete in Tlatelolco. Start production on Forge. The plan is to :whipped: it up. Gufnorkiaopia founded, due to it being dedicated to me it's city tile is more productive than our other ones. Start production of a granary. Scouts dropped off to make sure no barbarians come near.

400AD(11) Lighthouse complete in Texcoco. Start production on Granary. I guess we'll have to :whipped: up that one too.

425AD(12) Spend entire turn playing bongo drums. Assume nothing exciting happened, I'm sure the lack of reports I've gotten lately have nothing to do with me executing all the messengers.

450AD(13) Ah, Harbor finally complete in Tenochtitlan. Time for celebration [party]! No, I celebrate, you pack. I expect you to have finished packing in 125 years. Isn't it sad that this is fast?

475AD(14) My rule will soon be over. Ah, how the peasants will miss me.

500AD(15) The people hold a celebration, no doubt to honor my good work as king. I wonder what those "Finally free" banners mean though. No matter, my work here is done. I managed to double our scientific output. I did not build as many settlers as I had wanted, but no matter. The moral of the story? It's good to be the :king:.



Are we doing 15 turns from now on, I thought we were supposed to do ten. Btw, I think we should start spamming settlers and workers from Tenochtitlan, we have courthouses we could whip up if need be in any new cities. The granary in Texcoco should be whipped up as soon as possible, we'll gain from it in the long run.

Edit: Oh, feel free to change production in Teotihuacan if you wish. A Harbor might be an idea.
 
Gufnork said:
Are we doing 15 turns from now on, I thought we were supposed to do ten. Btw, I think we should start spamming settlers and workers from Tenochtitlan, we have courthouses we could whip up if need be in any new cities. The granary in Texcoco should be whipped up as soon as possible, we'll gain from it in the long run.

See my note in bold in post #44 :) Only for this 2nd round 15 turns, I'll be starting the 3rd round tomorrow, from then on 10 rounds each.
 
Excellent writeup Gufnork! :D I worked the workshop to avoid Technotitlan to grow. But a specialist would have been beter, of course. In fact i was suprised to find that workshop there in the first place. I don't like them much, but perhaps i am underestimating them. Bummer about the Lighthouse. :(
At least we didn't waste any turns chasing it.
 
I don't think turns spent chasing a wonder early to necessarily be wasted. You do get reimbursed for it, which means that you effectively trade production for science.

Regarding workshops I think that they are pretty much useless. Once you discover Chemistry and they give a total of +3 hammers they are worthwhile in cities with little production otherwise.

If you want to avoid growth in a city either set people as specialists or :whipped: them. You get the same happiness penalty regardless of how many that dies in the process, so whipping three people to death to speed up production when one of them is unhappy is usually a good idea.

Dimy: Sorry, missed that.

Also, don't forget that we're Spiritual. No anarchy for us. I was surprised that noone had switched to Hereditary rule, it costs us a single gold and the happiness benefits are really nice. Since we have little health problems with three seafood resources + harbor, happiness is our biggest limiter. Hereditary Rule eliminates that problem. If we regret the decision we can always switch back at no cost. Spiritual is only good if you use it.
 
And here's a wrap up of my turnset (10 turns from now on):

Turn 0 - 500 AD:
Just checking all the cities and where our units are. I notice a lack of military support... two settlers are being build, 1 city is undefended... we need some military people.

Nothing happens until...

Turn 3 - 560 AD:
Settler is finished in Tenochtitlan, I move the settler in a Galley and start building a Jaguar. Once the Jaguar is finished I'll send the Galley with settler and Jaguar to site 4 in the north... we can get the Gold, Iron and Whine there.

Turn 5 - 600 AD:
Jaguar is finished in Tenochtitlan, order another Jaguar as defense for the 2nd settler that's being build in Teotihuacan. I move our Galley towards the nearest landing zone for Site 4.
Mathematics is discovered, next is Alphabet.

Turn 6 - 620 AD:
Granary is finished in Gufnorkiopia (nice city name :goodjob:) and I change the production to a Lighthouse.

Turn 7 - 640 AD:
Settler is finished in Teotihuacan and I start building a Courthouse. I whip the nearly finished Forge in Tlatelolco. (always wanted to use that whip! :whipped: )

Turn 8 - 660 AD:
Forge is finished in Tlatelolco and I start construction of a Hindu Temple.

Turn 9 - 680 AD:
Ah...that 2nd Settler and new Jaguar arrived at the spot where I want to build another city... Tlaxcala is founded where the jungle started, a Worker is already busy removing jungle just north of the city:

image010.jpg


On this location the city can both work the Fish (please send a workboat there asap) and the Spices. We should get a Lighthouse there asap as well for extra food.

Turn 10 - 700 AD:
Discover Alphabet, start on Literature (4 turns, but feel free to change this). Our Settler party lands near Site 4. I whip the Courthouse construction in Teotihuacan and whip a Worker in Tenochtitlan, we need workers now to clear the jungle. There's room for another city there near the sugar.
A Galley with another Jaguar is enroute to Texcoco, which is still undefended at the moment.

image011.jpg


image012.jpg


Keep whipping when possible, we have plenty of food in a couple of cities :whipped:. I couldn't whip the Granary yet in Texcoco, the city did grow 1 size, but wasn't enough.
 
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