DMI VII - Team BtS

i've played through to 1960bc and now is decision time

a brief run down on the turns is that moving the scout north he ran into a barb warrior straight away and his luck ran out.

the overflow from the settler went into a warrior for escort duties, while another scout was ordered up. after completion of the cottage the worker was working on, i moved him onto the plain hill to mine.As we are at the happy cap i mmed to avoid growth.

the settler was moved east and has reached the postion as shown (apart from a heart stopping attack by a barb warrior without incident)

the scout has been moved east

The only other unit encountered was an egyptian archer

and the position is as follows with our warrior/settler 2W1N of the copper

Civ4ScreenShot0001.JPG


i'm still for red dot but what do the rest of you guys think
 
I still keep my option on the 1NW of Copper.
Long-term wise, the blue dot is a crap, especially if we don't need this city for defense purposes.
Short-term wise, the red one implies at least several turns of delay for the axe-rush (assuming we won't be chasing Hatty's Friendly status by the end of the game :lol:)
 
[EDIT] Apparently i mis-interpreted NW (and went SE... :mischief: )

So while what i write about Blue is ok, the rest of the post was plain wrong....

Blue can work:
City +2:food:, Oasis +1:food:, Corn +3:food:
Copper -1:food:, Grass Hill -1:food:, 2xPlains hill -4:food:
-> City 1:hammers:, copper 5:hammers:, Hills 11:hammers: = 17 :hammers: at size 6

If also farming the Grass N from the oasis Blue can continue growing past 6... Thou i am not sure what good will be come from it... Perhaps working farmed palins for +1:hammers: each, until Biology or Staate property aloos for something better.

The pointless rest of the post: analyasis of the 1SE from copper spot...
Spoiler :
1NW:
-- Trades 1 unworkable tile for a Plains Forest. Plains are at best food neutral (no surplus.)
-- Trades Grassland Corn for Grassland forest. Even assuming farming the grassland, we loose 2:food:

Otherwise it faces the same tiles/challenges as Blue.

So the 1NW spot has exactly one more workable tile, but is even harder to feed. Also from the - incomplete - picture we have now, the Corn between those peeks might be hard to use from another city.


Out of Red and Blue my vote is still with blue.
 
I think that red is better, because we can road to cooper while we work in border pop ( whip monument ). We should plan a future 3rd city to catch that pig currently under Egyptian domain.

but more feedback on this is welcomed... remember that we are here to win before the other two teams ( we need to discuss that... I'm thinking on a AP win ;) the other teams will have a dificult time to beat that even with vanilla cossacks )
 
Given the shortage of food, I would rather use that southern corn on a grassland cottage city, so that makes me a blue dotter.

With red dot, the corn wouldn't be in the fat cross until a border pop, so even whipping the monument would be slow. There doesn't appear to be a farmable grassland tile in the inner cross, so all you get before border pop is two extra food.

And didn't Immy put an AP penalty in the scoring table? We could finish first, but still lose on points.


ETA: @Refar: I'm not following your analysis; are you saying 1NW of the copper loses the corn? I don't think it does.
 
ETA: @Refar: I'm not following your analysis; are you saying 1NW of the copper loses the corn? I don't think it does.

:blush: :blush: :blush: :blush: :blush:

I read 1NW but looked 1SE

:blush: :blush: :blush: :blush: :blush:

So after flipping my display, so that i see the map from the right angle :mischief: 1NW suddnely looks much better.
 
Red would leave room for the pigs city rolo mentioned. 6 east of Moscow would be a nice riverside corn/pigs city.
 
With red dot, the corn wouldn't be in the fat cross until a border pop, so even whipping the monument would be slow. There doesn't appear to be a farmable grassland tile in the inner cross, so all you get before border pop is two extra food.

agree with the above but you have a forest to chop to speed up the monument

@ trieste that would a good site, all the riverside plains could be cottaged with just the corn and pigs.
 
People, let's not waste more time discussing the pros and cons of each possible site ( I can see easily 6 or seven spots that grab the cooper and that have a decent output, but some of them are clearly less bad ). If we start to discuss all of them, Civ V will be launched before we settle the second city :lol:

I , by the powers given to me by Immy ;) , call up a vote. Post the spot of choice, majority wins, in case of tie SG captain has the final word. Use cooper as reference ( and do not tilt the graphs, Refar :p )

1. r_rolo1 - 2S
2. Trieste
3. pawelo
4. Ad Hoc
5. Bindamel
6. Refar
 
Pinned a 'compas'-sticker on the edge of my display to prevent further mistakes. :mischief:
After getting the directions straight, i am with the 1NW crowd.

1. r_rolo1 - 2S
2. Trieste
3. pawelo
4. Ad Hoc
5. Bindamel
6. Refar - 1NW
 
1. r_rolo1 - 2S
2. Trieste - 2S
3. pawelo
4. Ad Hoc
5. Bindamel - 1NW
6. Refar - 1NW
 
1. r_rolo1 - 2S
2. Trieste - 2S
3. pawelo - 1NW
4. Ad Hoc
5. Bindamel - 1NW
6. Refar - 1NW

:p

Everything is in your hands Ad Hoc :)
 
1. r_rolo1 - 2S
2. Trieste - 2S
3. pawelo - 1NW
4. Ad Hoc - 2S
5. Bindamel - 1NW
6. Refar - 1NW

I guess that means that as the cap'n wanted 2S we go 2S

i'll play in an hour and post this morning
 
with the decision made i begin to move the settler and escort to the red dot, the scout comes south to fog bust the peninsula to the SE of the red dot.

IBT turn 52 & 53... a distant civilisation has circumnavigated the globe :eek: :eek: :eek: :eek: i wondered if this was a bug, i don't even know if a civ can do this this quick on this size map?

T53, Poly comeis in and we start on priesthood, the worker completes the mine on the plains hill and will move to start a mine on the grassland hill

T55 St petersburg is founded and starts monument which is done in 10 turns

IBT the scout survives an encounter with a barb warrior unscathed

T56 the Granary completes in Moscow and start on Barracks

T58 priesthood completes and we start writing

T59 we find washingtons lands to the south east

T60 we meet another neighbour ..Kublai Khan

The world as we know it

Civ4ScreenShot0000.JPG


Civ4ScreenShot0001.JPG


the whip is available in moscow to complete the barracks with some overflow
and the forested grassland hill has been pre - chopped (i forgot to put note on map:blush: )

Batter up Refar, have fun

Refar, just check that the worker on the hill has stopped chopping
 

Attachments

IBT turn 52 & 53... a distant civilisation has circumnavigated the globe i wondered if this was a bug, i don't even know if a civ can do this this quick on this size map?

This looks like good ol'Immy doing ;)

We need another worker to connect the cooper to capitol.... It should be done after the granary.

And correct the map pic :p
 
I also noticed a thing that passed unchecked ( we should already know Immy :hammer2: ) : there are grassland FP south of capitol :aargh: I guess that we already know where 3rd city will go :lol:
 
I got the save.

and the forested grassland hill has been pre - chopped (i forgot to put note on map ) [...]
Refar, just check that the worker on the hill has stopped chopping

You mean the one the worker is on right now ? Or is there another one prechoped ?

Here is a 'flatened' map with ressources on.
Spoiler :
mapis3.jpg


Already Circumnavigated :crazyeye: ... Never seen this before... A Workboat needs at least 42 Turns to do that... +10 Turns for building it... Someone went exploring with the first WBoat they made :confused:


I am not sure if i can to play it today or sunday.
 
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