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Down on the Farm: Team Histographic #1

Sorry about taking more than 10 turns at the start, I wanted to see the culture pop of 001.
 
I like the north of 001 spot for our next town. No need for a worker there. That city can get started on the Palace as pre-build for the Forbidden Palace. I don't know about north of 002, but maybe something on the other side of the river... the wider we can space now (while still not needing culture), the more citizens later.

1-2750 BC Worker # 2 irrigates the game.

2-2710 BC 001 grows to size 2. We really have a nice commerce rich start here with 5 BGs along rivers now, don't we? That tundra finally clicked. We might want to move 003 on the other side of the river (still along the coast) eventually once we have hospitals. Too early to tell really though, since we'll have to see what the rest of the map looks like. For now, those extra forests could help at size 12. Checking the worker for how long it will finish irrigating, I swap 002 to a forest for a turn. We only get one extra shield, as the other one goes corrupt. Alphabet still in 3 turns.

3-2670 BC Swap from forest back to game. Worker # 1 goes to mine BG near 001.

4-2630 BC Worker # 2 goes to mine along the river. Worker # 1 mines (we don't need to detail this all later, imo, but for these early turns, we don't have much else). Alphabet due in 1, so I raise the luxury slider to 40% for a little extra happiness.

5-2590 BC And the luxury slider stays at 40% as we need it there for 002. It uses a forest, with a granary due in 3 and growth in 5 turns. We'll want those early warriors from 001 for mp duty. Worker # 2 mines. 003 swaps to curragh due in 3 turns. Writing says 36 turns.

6-2550 BC 001 grows to size 3.

7-2510 BC Curragh #1 produced from 003, it starts on another curragh. I can't see to re-name it by right-clicking it... did I have to do this in the city? It heads west. 002 will finish the granary next turn at exactly 60 shields. Writing says 28 turns.

8-2470 BC 002 granary-worker. We should get this just as it grows to size 4, I think. Worker # 1 roads. I spotted a fish in the fog south of our island with the curragh, but we'll need sea square capability to see it, I think. Drop luxury slider to 30%, 60% science. Writing still reads 27 turns as it did at 60% science, 40% luxuries... I don't get it, but I feel happy not to lose the cash.

9-2430 BC Worker # 2 roads.

10-2390 BC 002 worker-settler... we'll partially chop a settler in here to keep population a bit lower until we have 2 mps and some more developed territory around here. Another worker would take 3 turns. Sci. to 70%, Writing to 18 turns at -1 gpt. Alright, I really don't know how to rename units. 001 hits size 4. We'll have 3 warriors in the next 4 turns after this. That's excellent timing for the granary actually. Worker number 1 heads near 003 to mine its replacement square as 001 will want the BGs here soon enough. The curragh spots gold! Nuggets as big as your fist! (it's a Simpsons reference.

11-2350 BC Writing dropped to 17 turns as a road completed. So, now it's at 16 turns. 001 granary-warrior. 002-curragh-worker, then settler maybe? The curragh heads the other way around. Worker # 2 crosse the river to mine some more. Worker # 3 (unnamed) chops.

12-2310 BC 002 grows and we go to 60% sci., 40% luxuries. Writing says 17 turns. Worker # 2 roads first actually, since the 5th shield would just go corrupt... it'll mine after roading.

13-2270 BC 001 warrior-warrior. That warrior heads for 002.

14-2230 BC 001 warrior-warrior. Chop near 002 reveals a juicy BG. Warriors fortify in 001 and 002. 003 worker-settler? Lux. now drops to 30%. It'll drop lower the next turn when 002 produces a settler. Worker # 2 mines. Worker number 3 near 002 mines the revealed BG. Worker number 4 near 004 crosses the river.

15-2190 BC 001 warrior-worker (then another warrior for 002). Worker # 1 roads. Lux. to 20%, sci. at 70%, 10% tax for +1 gpt so we don't go broke. Worker near 003 mines. Writing says 12 turns. I didn't move the settler, I'll let you decide this. I'll explain once I get the screenie up.
 

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You can rename units by shift+N OR by clicking the "ABC" button on the worker task bar at the bottom.

It's alright, I'll take care of renaming the current units, then you'll know how in the future (once again, really only needed up to 1000 BC).

I originally intended 003 on the other side of the river. I went to the other side hoping I'd reveal more BG or a food bonus. I didn't figure it mattered greatly in the long run, though it is unfortunate there are a few tundra tiles picked up by doing that.

Got it (though just playing COTM 57 while waiting for you to post the screenshot).
 
1234297350.jpg


I don't know if we want to have that settler cross the river and land on the dot north of 001 and get started on the Palace as a pre-build for the Forbidden Palace, or if it should go south and plant in the tundra area near the BGs, and then the next settler from 001 goes north and starts on the FP as city number 5. Will we have more corruption in city 5 than 4 if we place them at the same spot? If so, the lost turn of movement might work out as worth it for the earlier FP. Your call. Do you like the dot map so far? The spot along the coast lies on the gold mine. I thought about plopping it on the forest, but we wouldn't get any more sea squares that way... just a bunch of coast, so I think planting on the gold hill makes more sense for more food per square.
 
Sorry, I don't know paint that well, so I don't know how to make pretty dots. I know... our score will be deducted because of this.
 
I'm not sure you want to know Paint but here goes.

Use the paintbrush tool (shown selected in the picture) and then the large dot (also shown selected) and possibly a color and click a couple of times.

paintbrushJPG.jpg
 
Some micromanagement I forgot about... check 003 and 001. I think we can use a non-BG in 001 on *this* turn and use the mined BG in 003 and still get the worker in 001 this turn.
 
The benefit of granaries becomes extremely clear in the following turnset. In 10 turns, we grow from 3 to 8 cities.

2190 BC (0) - It seems to make sense to me to move the settler to the square 2N of 001. Even with the extra turn, on a standard sized map, the fourth city will be best for starting our FP (perhaps after a worker). Also, I would rather have the settler coming out of 003 build the double BG/tundra city. I don't think we should seek to build another early city with any substantial tundra; one is bad enough (and again, sort of the result of consequence). Ideally the spot 2E of 003 will end up being 006, rather than 004 or 005.

Also, very nice job on getting Writing down to just 12 turns, meaning we'll have it by about turn 50. The only problem is the 1 gold in the treasury, which will take careful micromangement to deal with until we have a bit more built up.

I name the west curragh: Curragh #1, and the east curragh: Curragh #2.

I name the worker 1NW of 003: Worker #3. I name the worker 1NE of 002: Worker #4.

2150 BC (1) - 001: Worker (#5) -> Settler. Growth in 2, Settler in 3. 002 is about to riot. Switch forest tile to roaded grassland. Now 002 is pacified; also, will grow in 2 and complete worker in 2, so it is better timed. Worker #5 2W -> grassland.

It seems there is a nice chokepoint to the north.

2110 BC (2) - Build 004. Not very encouraging, few BGs. Start on Worker. Just analyzing the spacing, I'm starting to agree that we will want to move 003 1NW. Unfortunately, this is illogical in the early game and therefore it will likely be done in the Medieval Age.

Curragh #1 confirms that it is indeed a chokepoint and not just a peninsula. Find a roaming German archer. Hello there. :) I talk to Bismarck. He has 6 cities as opposed to our four. The Germans are up BW, CB, Wheel, and Warrior Code. They have about 30 gold. We have Alphabet over them. Shame they discovered Pottery already. Since we are going for the slingshot, there is no way we are going to risk a trade, as nice as having The Wheel + gold would be.

Worker #1 1E -> BG.
Worker #3 starts a road.

2070 BC (3) - 002: Worker (#6) -> Settler. Worker #6 1NE -> grassland.

Governor of 002 automatically made an entertainer. Reshuffle tiles to eliminate entertainer and maintain happiness.

Shuffle tiles to prevent riot in 001.

Curragh #2 in the east seems to be finding a long coast. unclear if it is connected to our land yet.

Worker #2 completes mine, moves to 1E of 004.
Worker #1 starts road.

2030 BC (4) - 001: Settler -> Settler. I move the settler 3W.

Worker #6 starts road.
Workers #4 and #6 complete road.
Worker #4 1NE -> grassland.
Worker #3 completes mine, starts road.
Worker #5 1NW -> grassland.
Worker #1 starts road.

Curragh #2 finds Russian scout to our NE. Not clear if it came from some landbridge in the NE void or from the northern landbridge that we already know of. Talk to Russia. They are up the same technologies as Germany with 8 cities. A quick check shows Germany now has 7 cities. Though we have four now, we will soon have eight within only a few turns; such is the nature of REX.

Luxuries to 30 percent. 6 gold (-2 GPT). Writing in 7.

IBT: Germans building the Colossus.

1990 BC (5) - Worker #4 starts road.
Worker #6 1NE -> grassland
Worker #1 finishes road, starts mine.

Found 005. Start curragh. If you think a worker is more appropriate, switch to it, but a third curragh would be very helpful.

Shuffle warrior from 001 to 002. Will take a turn due to river crossings. 002 badly needs a second MP.

1950 BC (6): MP arrives in 002. MM a mined grassland to a forest to get Growth/Settler in 2, instead of Growth in 1, Settler in 3.

Worker #6 starts road.
Workers #4 and #6 finish road.
Worker #4 1NE -> grassland.
Worker #2 finishes road, 1N -> BG, reveals a wheat along the river. :cool:
Worker #3 finishes road, 1N -> grassland.

Treasury can't really sustain more losses. No choice but to bump Writing back to 60% from 70%. Writing in 5 instead of 4 (2 gold, +0GPT).

1910 BC (7): 001: Settler -> Settler. Move settler towards the wheat.

Worker #2 starts road.
Worker #3 starts road.
Worker #4 starts road.
Worker #6 1NE -> BG.

1870 BC (8): 002: Settler -> Settler. Move settler along road to NE onto river.

003: Settler -> Worker. Move Settler towards the second tundra/grassland spot.

Worker #4 finishes road, starts mine.

MM tiles to avoid deficit.

1830 BC (9):

Found 006, start worker.
Found 007, start curragh.

Curragh #1 locates Persian warrior on island of unknown shape and size to the west. Talk to Xerves. Persia is up all the same techs as Germany and Russia (at least, the ones we can see) and has a bit of gold. They have Alphabet, however, unlike Germany and Russia. Persia has eight cities and a slight score lead over Germany.

Worker #1 1SE -> BG.
Worker #2 1E -> BG.
Worker #3 finishes road, moves to BG 1SE of 005.
Worker #6 starts mine.

Writing in 2 but still +0GPT. Decrease science to 50% for +2GPT, Writing still in 2.

1790 BC (10): 004: Worker (#7) -> Palace.

Worker #1 starts road.
Worker #2 starts irrigation.
Worker #3 starts mine.
Worker #5 1N -> grassland.
Worker #7 1E,1N -> BG, starts mine.

Found 008, start on worker.
Writing in 1. Reduce science to 30%, increase luxuries to 50%, greatly increasing the number of happy faces.

Map of empire + proposed dotmap:

bsafjvrgts.jpg


007 is where it is SOLELY because there was a Russian scout blocking the way of your proposed tundra spot! I don't think the one tile difference means much with the exception of the fact that there is one sea tile lost, a sea tile that can be picked up by the lime green dot just to the east, anyway.

In addition, I know you had proposed a tighter spacing regarding the SW coast and that my spacing leaves a gap for now, but I'm convinced that we will appreciate the extra room in time, especially given any plans to swap 003 to the other side of the river. I don't know, but it didn't seem like a big deal to me. :dunno:

I don't have many big preferences, other than the fact that I feel the red dot (gold hill) and blue dot (game hill) are the two priorities. It might be interesting to figure out what is in the void since that might affect several dot placements and priorities.

Also, the pink dot on the hill on the west coast may be better 1N. Not sure at the moment.

But it's all yours, Spoonwood. :goodjob: I'm feeling really good about this game, especially since we seem to have both Germany and Russia on our landmass, yet still good space to expand. It's exactly what we want. Being totally isolated would be a bad thing, but we certainly aren't cramped. We should be able to easily expand a good way up our landmass before running into an AI. Continuing to get workers building roads north will ensure we don't get bogged down in our REX phase. Hopefully our curraghs can determine just how far away Germany and Russia are, also, so we can plan when to start building barracks and horsemen.

I think you should go for Code of Laws and then Philosophy. This was unplanned, but the game is going very well. I think, considering most civilizations do not even have Alphabet yet, it is very feasible to self-research Code of Laws and Philosophy before any AI get either.

Once we are in Republic we can hopefully start actually acquiring some gold and get out of the poorhouse, and use our tech lead to trade around for all the other techs.
 

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Some micromanagement I forgot about... check 003 and 001. I think we can use a non-BG in 001 on *this* turn and use the mined BG in 003 and still get the worker in 001 this turn.

Not sure about this since I didn't think to re-MM the turn you had played. It's water under the bridge now. :mischief:
 
I thought you would have run 001 as a 4 turn warrior-settler factory (a little extra points here). But, since you didn't I guess we got a settler or two out faster. I proposed the tighter spacing, because I think you settled on a BG. I don't care all too much on city placement on this... other than things like settling on hills and rivers. I feel surprised you went for a worker in 004 instead of an earlier Palace pre-build, but that should work out fine. I feel nervous about pulling the slingshot off here. Persia's probably the problem... they usually seem to end up that way in lineups like this... it's the industrious trait (not so much the Ottos in my experience at least). The slingshot seems well worth if we can get it. I wouldn't sweat it on demi-god. Then again, if we get it, after a quick revolt we can finish expanding, irrigate our cities up to size 11, mine/forest then once they hit there and go. Markets before military or the other way around? We don't really need libraries, right (I didn't have them in my demi-god pangea game)? I'll try to check every turn to see if Alphabet or Writing has depreciated. Like, let's say I can trade Germany Alphabet for Masonry. Then comes a turn where he won't take Alphabet... so I get Bronze Working or Warrior Code. We might also want to hire some scientists.
 
I thought you would have run 001 as a 4 turn warrior-settler factory (a little extra points here). But, since you didn't I guess we got a settler or two out faster. I proposed the tighter spacing, because I think you settled on a BG. I don't care all too much on city placement on this... other than things like settling on hills and rivers. I feel surprised you went for a worker in 004 instead of an earlier Palace pre-build, but that should work out fine. I feel nervous about pulling the slingshot off here. Persia's probably the problem... they usually seem to end up that way in lineups like this... it's the industrious trait (not so much the Ottos in my experience at least). The slingshot seems well worth if we can get it. I wouldn't sweat it on demi-god. Then again, if we get it, after a quick revolt we can finish expanding, irrigate our cities up to size 11, mine/forest then once they hit there and go. Markets before military or the other way around? We don't really need libraries, right (I didn't have them in my demi-god pangea game)? I'll try to check every turn to see if Alphabet or Writing has depreciated. Like, let's say I can trade Germany Alphabet for Masonry. Then comes a turn where he won't take Alphabet... so I get Bronze Working or Warrior Code. We might also want to hire some scientists.

001 works out either way, I think. You're right that it's possible we lost a couple of points doing that, but like a few turns early with higher luxuries, the benefit seems minimal.

Worker in 004 was necessary, in my opinion, due to my decision to run fast settlers out of 001. Our empire was growing faster than we could continue to road and mine all the proper squares. I think the worker will matter more than a few turns slower on the FP.

I am sure I did not settle on a BG, and you'll see that when you load the save. In fact, the whole point was to avoid settling on a BG (there is a BG on either side of 005 on the SW coast).

I really do think we can pull off the slingshot and it's worth the risk. Also, markets/military depends on how the landforms/civ spacings are, but I'm inclined to think we'll end up with markets before military, and using Knights to conquest our continent.
 
Since we're going for the slingshot I'll get a little extra cash on the last turn of Writing (we might need it on Code of Laws) so that we can do a little deficit research. We can also run 80% research, 20% lux if we get another warrior into 001. So, 003 I'll swap to a warrior. I'll settle that gold mine right away for more commerce. 005 (that coastal spot) actually looks great. We'll also get those two land tiles via expansion of 001 here soon enough. Don't know what I was thinking there. 008 (the one with the wheat) will want a granary at some point... workers now to get towns out faster seems good for the moment. Since you've irrigated the wheat, once in The Republic it can use a wheat, a forest, a few BGs and maybe another mined tile as a 2 turn worker pump. Persia has an extra ivory source if you hadn't noticed. Germany will take Alphabet for Bronze Working, The Wheel, and Warrior Code. Russia will only give us The Wheel for Alphabet. I don't know if that means she's close or she has contact with Babylon and they have Alphabet. I'll hold off there, I'm guessing Cathy and Hammy are in love.
 
Here's to hoping for a Writing SGL for the Pyramids. ;)

Good observation about Russia. My guess is also that Russia knows Babylon, which basically means that 3 of the 4 AI are on our island. :eek: That's great news for the conquest phase.
 
Also, don't take this as criticism, but cycling through the cities I found some configurations a bit better before I started (like using the wheat in 008 instead of a corrupted unmined BG and using that BG in 004). I suggest we make it a point to cycle through all the cities ever turn that we play from now on. Maybe we'll MM a little bit differently than each other, but we'll get little extra boosts this way. If you haven't done this before, the easiest way probably comes as to always start at Altair and cycle around. Or Sssla. So, I learned that idea from the Master of Orion manual and transferred it to Civ III. For anyone who doesn't know this already.. this will really pay off when we have civil engineers and probably earlier when we might want scientists or tax collectors instead of unhappy citizens. Here it gave us an extra gold also.

1-1750 BC Persia completes The Colossus in Pasagrade. We learn Writing, no SGL. 001 Settler-settler. Sci. to 80%, lux. to 20%. Code of Laws says 15 turns (Philosophy would take 9). Tech situation with Russia and Germany remains the same. Persia will only give us The Wheel for Writing, so it looks like they almost have it. No need to pick them up. Worker now coming too soon in 006, so swap it to a warrior. Swap 003 to a worker. Workers 4 and 6 move together to road for the settler from 002.

2-1725 BC Germans and Persians start The Oracle. Russia the Pyramids. Hire scientist in 002 so it doesn't revolt as it hit size 6. Code of Laws reads 13 turns. Persia still doesn't have Writing. Worker number 1 mines. Two workers complete a road. Change 003 back to a warrior... we need the MP sooner. 007 uses the river square for an extra beaker this turn.

3-1700 BC 002 settler-settler. Persia starts the Temple of Artemis. 003 warrior-settler. Persia has Writing. 002 doesn't use the game this turn, as it has 3 food in the box. Workers 6 and 4 move to road tobacco. Worker # 2 roads. 008 uses a forest for a turn. Found 009-worker. Code of Laws reads 12 turns. Trade Germany Alphabet for 45 gold, The Wheel, Bronze Working, and Ceremonial Burial. Could have taken Warrior Code and less gold, but we want to see Mysticism right away. Trade Cathy Alphabet and 3 gold for Mysticism. Everyone has Warrior Code and Iron Working. Hire scientists and CoL drops to 9 turns. Swap 009 to temple.

4-1675 BC found 010 which starts on a temple (or pre-build for something else). Hire a scientist there. Hire a scientist in 007 and Code of Laws drops to 7 turns. Worker # 7 mines out near 004. Germany lack Polytheism, Russia and Persia have it. Germany will again give us a better deal than Russia.

5-1650 BC Hire a scientist in 008 as it hits size 2. I consider using a scientist in 002 and going at 10% luxuries, but it wouldn't have dropped Code of Laws anymore.

6-1625 BC 006-warrior-worker. The warrior goes to scout and toward the chokepoint. Worker # 2 roads. Spot horses on Persia's island.

7-1600 BC Russians start Temple of Artemis. Use scientist in 002 as it hits size 6. Code of Laws read 3 turns. Move and road with some workers.

8-1575 BC Found 011-temple (coast cities need culture at some point, maybe later works as better though). After MMing in 001 and elsewhere, we have CoL due in 2 by a single beaker. So, I hire another scientist in 003, which nets us a single more beaker.

9-1550 BC Stop using scientist in 003. lux. at 10%, sci. at 80%, Code of Laws due in 1 turn.

10-1525 BC Code of Laws in. 005 worker-granary. Philosohpy due in 5 turns (read on). I found 012. It starts on a temple and with the whale there it should definitely build a temple or library ASAP. We might want some more curraghs since we'll probably want to grab those horses on Persia's land. We can safely trade Writing for Russia's and Germany's techs if you like now. Thing is, Maths isn't out there yet, and we might snag that via Writing soon enough. Then again, Horseback Riding might already lie out there, we don't know. If we get to Philosohpy first (I think we have a shot now, before not so much), and Maths pops up before we finish the revolt, a max run on Currency might warrant consideration to increase the probability that we can use The Republic to trade for their free techs... hopefully at least Mono. and Feudalism so Chivalry pops up soone enough.

We can drop the luxury slider to 10%, use a scientist in 002 (and maybe we need one more elsewhere) and get Philosophy in 4 turns. Problem with this doesn't come as getting a settler out sooner so much to me, but that doing such would mean we'd need to use a scientist in 004... the Forbidden Palace city. Persia doesn't have Map Making yet (most AIs go Map Making-Philosophy), so unless they researched Philosophy, and Babylon hasn't gone this path (don't they usually go the Monarchy route?), I *believe* we'll get to Philosophy first in 5 turns. It's your call though. Once we get into The Republic... really now actually since it's pre-republic, I'd advise we start irrigating so we can start growing, except around sites like 004 for the FP and 008... the 2 turn worker factory (if you like that idea). Any unhappiness we encounter we can use as scientists then.

I know you might not like all those scientists, since it's slowed down our growth. However, recall that we'll get an extra food for each non-river city once in The Republic. I'll get screenies up here soon, if you read this first. Oh... light blue ends up as a forest. Do we want to found there, or *near* it? The Pyramids still lays around... might we get an SGL on Philosophy or The Republic? Take the Anarchy Golden Age if we get an SGL... better to have The Pyramids early than not no matter the GA status in my mind. And get rid of all those scientists during anarchy, we can grow a little in some spots during that period.
 

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Also, don't take this as criticism, but cycling through the cities I found some configurations a bit better before I started (like using the wheat in 008 instead of a corrupted unmined BG and using that BG in 004). I suggest we make it a point to cycle through all the cities ever turn that we play from now on. Maybe we'll MM a little bit differently than each other, but we'll get little extra boosts this way. If you haven't done this before, the easiest way probably comes as to always start at Altair and cycle around. Or Sssla. So, I learned that idea from the Master of Orion manual and transferred it to Civ III. For anyone who doesn't know this already.. this will really pay off when we have civil engineers and probably earlier when we might want scientists or tax collectors instead of unhappy citizens. Here it gave us an extra gold also.

No, it's really fine, part of the fun of a SG is to improve. :) I often neglect full city by city MM and instead use a sporadic sort of MM that checks cities based on apparent need; usually every city ends up checked within 3-4 turns. Of course, this leaves gaps like the one you found. I'll start a more careful, cyclic approach. :king:

-Elear
 
I often use a MM scheme like that I think, like in more space, diplo, or cultural games. Problem comes as that I'll often use a forest meaning to use it for just one turn, and then forget to use it the next turn. Also, the MMing only pays off so much in terms of commerce, such that it doesn't really seem worth it in most cases for research purposes. Here it will eventually though, because of all those civil engineers. Also, later on in the game (once we have a few amount of luxuries.. not sure of the best time to start this, we'll want to make sure our core doesn't lose any production of course) we might make the rule of never having an unhappy citizen anywhere... we use a specialist of some sort instead. If we bash early enough, this might mean scientists. If not, then tax collectors. I even used some entertainers in my pangea game so I could have an extra citizen earlier. Anyways... that's a ways down the road yet.
 
Got the save.

a max run on Currency might warrant consideration to increase the probability that we can use The Republic to trade for their free techs

Yes, I think this is a good idea if we do indeed pull off the slingshot. The AIs will not easily research the Republic and we should be able to trade it around for those free techs.

It starts on a temple and with the whale there it should definitely build a temple or library ASAP. We might want some more curraghs since we'll probably want to grab those horses on Persia's land. We can safely trade Writing for Russia's and Germany's techs if you like now. Thing is, Maths isn't out there yet, and we might snag that via Writing soon enough. Then again, Horseback Riding might already lie out there, we don't know. If we get to Philosohpy first (I think we have a shot now, before not so much), and Maths pops up before we finish the revolt

Sure, can do on that. I don't understand how building more curraghs will help us get the horses, however. Also, it's hard to be sure if Russia or Germany will even go for Mathematics before Map Making, so that's a tough decision as well.

We can drop the luxury slider to 10%, use a scientist in 002 (and maybe we need one more elsewhere) and get Philosophy in 4 turns. Problem with this doesn't come as getting a settler out sooner so much to me, but that doing such would mean we'd need to use a scientist in 004... the Forbidden Palace city. Persia doesn't have Map Making yet (most AIs go Map Making-Philosophy), so unless they researched Philosophy, and Babylon hasn't gone this path (don't they usually go the Monarchy route?), I *believe* we'll get to Philosophy first in 5 turns. It's your call though. Once we get into The Republic... really now actually since it's pre-republic, I'd advise we start irrigating so we can start growing, except around sites like 004 for the FP and 008... the 2 turn worker factory (if you like that idea). Any unhappiness we encounter we can use as scientists then.

I like the idea of 008 as the 2 turn worker factory as we still desperately need workers, especially if we're going to be hitting an early Republic here and trying to irrigate many squares while still improving road infrastructure.

I'm going to have to decide on 4/5 turns on Philosophy. Doubt it will make a difference but I'll come up with something once I open the save.

Persia will go for Map Making first, I'm almost certain. Babylon is a wild card.

I know you might not like all those scientists, since it's slowed down our growth. However, recall that we'll get an extra food for each non-river city once in The Republic. I'll get screenies up here soon, if you read this first. Oh... light blue ends up as a forest. Do we want to found there, or *near* it? The Pyramids still lays around... might we get an SGL on Philosophy or The Republic? Take the Anarchy Golden Age if we get an SGL... better to have The Pyramids early than not no matter the GA status in my mind. And get rid of all those scientists during anarchy, we can grow a little in some spots during that period.

Agreed on the Anarchy Golden Age, as ridiculous as that seems. :eek: If we get lucky, we'll only have 5 or 6 turns of anarchy.

I'm indifferent on light blue. Again, will have to check the save and make a decision from there.
 
I thought we might use a curragh which didn't go out and explore for an upgrade to a galley. But, that would really take too long... too many 20k attempts with Portugal or some other Seafaring tribe for me where you have 30 shield harbors, methinks. The horses spotted:

1234324259.jpg


Germany and Russia do NOT have Writing yet. They might honestly have started research on Maths already. We don't know really. Writing and Maths end up about equal on DaveMcW's list (as reliable as that thing is really). The other screenie:

1234324260.jpg


I still can hardly believe I got Code of Laws that fast.
 
@Code of Laws - Focus on commerce, good REX, and early scientists make research easy.

As for the horses, we'll just have to wait for galleys and try to get a pair of settlers over there ASAP. Maybe we'll find horses to the north or somewhere in the eastern lands. I don't see anything more we can do.

Thanks for playing your sets promptly, by the way, because I've been doing COTM 57 in my spare time, as I said, but it's mindnumbingly boring because I have 100s of cities and I'm in that phase where you have to prepare zillions of cities for milking, which means 100s of worker moves per turn. :cry: Any chance I get to take a break from that is a dream come true!
 
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