DocT5- The RaR Deity Trial

Joined
May 4, 2003
Messages
5,032
Location
Köln, Cologne, Colonia. Finally.
DocT5_Start.jpg


Civ:
Sioux (AGR/MIL)
UU: Mounted Warriors 4(3).2.3, enslave, instead of 4(3).1.3 -1HP Horse Archers, requires Horses

Settings:
Large, 80% water Continents, Normal/ Temperate/ 3 Billions; roaming Barbarians, normal AI Aggression, random opponents.
All VCs except “Wonder”, respawn/ culturally linked off, SGLs allowed.

NoAIPatrol=0 for everyone until we decide Barbarians are no longer an issue.

Roster:
Greebley
Tinkez
grs
Pfeffersack
DocT
mad-bax

4000bc

Note this is a completely random map, I just played some turns into it to check for resources and room. For that reason, I will not go first, obviously.
Also note this is already RaR1.01 :) (See here for more info)

Edit: Sign-ups updated
 
Much against my wishes I have huge work commitments over the next 6 weeks and will be unable to take part. :(

I will still lurk, and hopefully join in alother RaR SG someday.
 
Signing in.

From my limited experience I would definetely look for a more food rich spot. Moving east seems a good idea. Maybe we should move 2 east (our clan has 2 movement) to look around from the hill and decide then. As of now we only have the game giving +1 food, but we can't irrigate from the start to take a real advantage from it. Additionally we have two floodplains, but I would like - if possible - to get stronger food bonus.
 
Also signing in.

I agree with grs about moving the tribe to the hill.Since we are agricultural and have cultivation, we may find an location with access to more bonus ressources.Or at least we might have more floodplains, while founding the city on the hill.Nice defense + 2 shields on city tile from the start.Only thing I dislike about floodplains (especially as starting postion) are the inevitable diseases, but most of the time it is nevertheless worth.
 
Food isn't really the problem (the way AGR works in RaR, city center will yield 4fpt at the River, and the Floodplain gives 3 anyway), but production - you simply must found on a Hill for the additional shield. Please don't come up with the usual "But with RR, the mined Hill will give...." :lol: We don't even know how to mine...

I would by all means move 2 E, and found one turn later. Can use the Worker to pop the hut.

One thing in general: A huge fpt surplus isn't really useful. +3fpt under Chiefdom is enough; Settler factories are impossible because of the production, not the Growth. Unless you have 3 Jungle Rice and tropical wood.

Don't look for places with insane fpt, look for spots with high shields and decent food surplus - and that Hill is one of those.
 
If possible, I would like to join this as it seems you have an open spot.

I'm currently playing in DocT4 training game. In c3c I normally play emperor/DG and win those. I do admit that I haven't played on deity much, no wins yet on that level, so maybe I'm not good enough, but I'm willing to learn to play better on deity as well.
 
Thank you DocT :goodjob:

I look forward to this! Maybe I'll learn some high level tactics in the process(continuous micro-management not included, that I know when I have energy to follow it through :lol: ) :D
 
I am truly sorry, but I have to back down too.
I had joined this SG conscious of a few potentially time-limiting factors, and now a few more have arisen resulting in no reasonable way for me to respect any gaming commitment.
Hopefully one of the other interested persons will come and fill the gap.

Have fun :)
 
Hi everyone. Checking in. Please put me at the back of the roster. I still have a few things to sort out before I can be a good team player - if you see what I mean.
 
Welcome, mad-bax!

Roster:
Greebley (I'd really like you to start this)
Tinkez
grs
Pfeffersack
DocT
mad-bax

Objections?

Opening moves:
Settler to Hill, Scout, Domestication. Agreed on?

Few things I need to point out:
*We won't get anything from huts but maps and gold. Don't know if a second Scout is worth it.
*Warriors, Swords, Spears (and all their flavors) have amphibious attack. The AI loves to sneak attack with them. No open coastal cities; any Canoe means 'Red Alert' (can't have a Settler aboard)
*For later: MAs don't come before late Medieval, so forget any tactics involving declare on a Civ, and sign in other AI Civs.
 
Ok, I went ahead and checked out the hill that doc mentioned to see how it would be and it gets two thumbs up from me. Here is a picture at the end of 4000 BC.

It will get +4 shields at size 1 and can build a hardy settler faster than every 15 turns which is probably faster than any food rich spot and we don't have to worry about impassable terrain. The later towns can grab any food rich ones nearby.

Feel free to comment on the spot for the capitol or subsequent spots for settlers. The multiple bg's to the south will be nice. We may also be food rich to the north and we will explore more that way.

To me there is no doubt that the hill we are on is the place for our capitol.
 
4000 BC: Our tribe discovers a spot to settle. Hut gives maps.
3950 BC: They decide to call the capitol Bison River. The name seemed appropriate.
3850 BC: We build a scout. Since this is deity, I take the time to MM our capitol carefully.
3800 BC: Start exploring
3750 BC:
3700 BC: Very early contact with a Babylon spear. They must be less than 8 or less north of our capitol to meet us this early. We are going to get a unit next turn so they won't be able to walk into our capitol. They will not trade their tech (alphabet).
3650 BC: Build an American Champion. We grow and in 10 and can build a hardy settler as well. I choose this route. (We got the 2 food hardy's don't we).
3600 BC:
3550 BC: Spot the borders of a Babylon city.
3500 BC: It is not their capitol, but their second city.
3450 BC: Pop a hut but get barbs (right outside the Babylon city). Spot another blue border just to the North. We probably won't meet them due to the barbs.
3400 BC: Scout is killed in the IBT.
3350 BC:
3300 BC:
3250 BC:
3200 BC:
3150 BC: Build our hardy who is going for the BG's to the West. (We have another good site to the E with sugar.
3100 BC: Babylon builds a city in our first ring. Its border touches our capitol.
3050 BC: Build another Champion for our capitol
3000 BC: Build Little Bighorn which starts building a scout so we can meet the blue bordered civ.

Notes:
The MM of our capitol when building troops is very important. We can get:
3 food 4 shields
3 food 4 shields
4 food 2 shields
Thus at size 1 we can grow in 6 and we get 20 shields (either 2 Am Champs, or a Tribal Guard) but it takes careful MM'ing.
Then at size 2 we can get a Hardy settler in 10 and grow in 10.
This seems the best way to do it to me. We get a settler and two champs (or one Tribal Guard) every 16 turns.

Because we are shield rich, and our non-hardy 'cultivator' takes 3 pop, the above way is my recommendation. We can keep it on that schedule until the land fills or we decide to concentrate on units for war.

We may want 2 scouts out of Little Bighorn. We need to meet more people to trade with.

We get domestication in 3 but Babylon already has it.
 
I have absolutely nothing to add or critizise here.

You know, I knew about the Bison horde, and how close Babylon must be - but since I would have moved to that Hill in 100% of all cases, my preknowledge had no impact on my suggestions. But those Bison fit such nicely for the Sioux :lol:
And Babylon...with a Worker Housing, our capital will easily churn out Champions every turn...2.1.1 Enslave for 10sp :D

Next city should by all means go E of Bison Ranch at the River S of that Babylonian town, the Sugar can wait for city #4.
 
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