DW01-B: Whistling In The Dark (Take 2)

One problem that we ran into last game was a lack of exploration--which is hitting us again here to some degree.
Lurker's comment: It's the consequence of going for a barracks first. You've played 40 turns and still have to start looking for contacts. It'll be a bit more difficult now to get techs like the Wheel, Horseback Riding, Iron Working etc. But this is only Emperor, meaning that at some stage you'll get a monopoly tech in your hands anyway, and will be able to trade for those techs. Even when that tech would be Currency and quite late, the route of peaceful catching up through trading doesn't get cut off that soon.
If you start with warriors first (instead of barracks), you would gamble on getting Iron Working and Iron hooked up sooner, so that you wouldn't be stuck with those regular warriors for that long. Anyway, the team has chosen differently. This still is looking good. I like your amount of early workers. Plenty of rivers; looks good for a Spaceship.
 
I think I like Dwetzel's change. Curragh's would really help exploration. We will make too many of them, but that is a hazard in this variant. We can always try to cross the sea with them. We can change builds when we get map making.

I think the wheat will work for Elephantium's worker pump - it will take a bit longer to set up, but in the meantime we are getting enough workers to set it up fairly quickly.

For that case we do want to settle on the river and sea.
 
We will make too many of them, but that is a hazard in this variant.
Lurker's comment: I've seen this team say this a lot, that you're afraid of building too many of something, but I think you're being too cautious.
You can always choose a no shield tile to work, or put a citizen to work as a scientist, so that you'll get 10-turn warriors or 15-turn curraghs, until a new tech is learnt. If you get over your unit support limit, that is.
 
Curraghs are a nice build Choice, They go out of the build order soon, and can be sacrificed to the sea in search of contacts
 
One problem that we ran into last game was a lack of exploration--which is hitting us again here to some degree.

Start over (yeah, I know), and then put on mass regicide and start again.
 
I don't think lack of exploration so far is a problem; it's a natural consequence of the variant.

Also, I agree that we should start producing Curraghs with a new city 1N of the settler's current position.
 
Start over (yeah, I know), and then put on mass regicide and start again.

Bah to your mass regicide.

Bah, I say.

And I agree--it's far from a fatal problem, and it's part of what makes this a challenge.
 
I know, I think the General plan is to use new city for Curraghs and the south city for warriors?
 
Pretty much, yes.
 
Shall we send the next Settler there or is there a more Promising site for him? I understand it will depend on scouting
 
Spoiler :
Pre-Flight- Apply Fog-gazing skills and find a river S of Tikal, If that river flows near the wheat it will be a great bonus.

Turn 1-Workers-on-the-sea-Worker->Worker

IT- Barb Warrior shows up.

Turn 2- Found Curragh Town->Curragh

Reduce Science by 10% for 1 turn.

Turn 3-Capital City-Settler->Settler
Early Warriors-Warrior->Warrior

Spot Furs north of Curragh Town.

Send Settler South to go for the wheat.

Science goes back up to 50%, -2gpt, we can do this for 2 turns.

IT- We lose our production on Barracks in Yaxchilcan due to barb.

Turn 4- Warrior spots barbs and Goody hut both near the wheat.

Turn 5- Warrior gets 25 gold for killing barb encampment. Our Fast Research can continue now.

Cant get both the River and the wheat within The Radius. Decide to Settle near the wheat, it is a worker pump and will not need the river that much, we can carry Irrigation to it.

Turn 6-Workers-on-the-sea-Worker->Worker
Early Warriors-warrior->Warrior

First Palace Expansion

Another Barb shows up near Yaxcilan :sad:. Send Warrior there.

Found Worker pump Revisited-Worker. We get a Conscript Warrior for popping the hut.

Turn 7-Capital City-Settler->Settler

Send the Settler up to go towards the Furs.

IT-Lose Population in Yaxchilan.

Turn 8- Nothing much. Send Warrior North.

Turn 9- Early Warriors-Warrior->Warrior


Turn 10-Workers-on-the-sea-Worker->Worker. are


Early Warrior Riots, :blush: Turn someone into a Scientist

Curragh Town-Curragh->Curragh


That Wraps it up. Pics are attached
 

Attachments

Rodent, could you save your pics as .jpeg files and upload them without compressing them?


Also, I think we should place our next couple of cities to the east, near the cows.
 
One thing we should have you reminded of, Rodent - The plan was a granary before we started right away on the workers. That gives us them every 2 turns instead of every 5. Well we are on workers now so we go with it. We can discuss replacing the town later but for now I would just settle new towns for now.

We are definitely going to need to disipline those Barbarians.

I changed the picture into jpeg format for those that can't see rar.
 

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  • DW01_BC1750.jpg
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It wont be too bad.
 
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