Gator01 - Team B - 100K

DJMGator13

Still breathing
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Jan 20, 2004
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Location
Leesburg, FL
GOTM Page said:
Civ3 Game of the Month VII: May 2002

It's time for the first Deity game now. I've made the world completely random, yet I've played some turn and I think it's quite doable. And if it isn't, you certainly won't be the only one who loses. So just give it a shot, ace.
Here are the detailed Game Parameters:

Civilization: Iroquois
Leader: Hiawatha
Difficulty Level: Deity
Land Form: Random
Land mass: Random
Map Size: Standard
Rivals: 7 Random Rivals
Climate: Random
Temperature: Random
Earth: Random
Barbarians: Random
Victory Conditions: All

Gator01_01.jpg


Here is the 4000BC Save

This game plays as a vanilla Civ III game (no addons required).

Team B (PTW)
a space oddity
ainwood
bed_head7
Kaiser Berger
mad-bax
Northern Pike

Time to set your roster order and discuss your opening moves.
 
Checking in. For starting move, I would think move northeast to get coast, both BGs and furs, unless we see something from the hill. I don't think we ought to waste a worker move with this terrain to scout for a better position.
 
I have to disagree. We're already close to the north pole, and if we move our settler any farther north we may end up in the silly position of having our capital at the far end of a line of cities. Also, although this is just an educated guess, it looks as though a move northeast might trade three land squares, potentially grassland, for three sea squares. Given the problems we're going to have with population growth early on, we can't do this.

Anyway, this is PtW, and the Iroquois start with a scout. We should just move him two tiles straight south, onto a hill, and consider our options then.
 
Checking in. 100K is difficult enough on deity - and a dry start doesn't help. Looks like it may be a case of getting a settler out on turn 20 and hoping to find a food bonus, or at least a river nearby. Hope to God we've got horses and land contact with other Civs otherwise we'll be reduced to taking all the other civs down to one city (or fewer) in order to get this victory condition.
 
Forgot about the scout, and I agree with that move. But to the SW, there is a grass, a hill, and a forest as far as I can see. NE looks like a grass, a hill, and something I cannot see. More coastal tiles, obviously, but at least we will be able to work them later on with a harbor. In the early game, we should have 4-5 grassland, and some forests that could be chopped. As for our northern position in the map, a tile in either direction does not make enough difference in my opinion to dictate where we go.
 
Given our apparent position near the tip of a peninsula, that tile could make the difference between a highly productive city and a glorified fishing village in the low-corruption spot north of our capital.

Anyway, after the scout move as agreed and a worker move straight north we'll know enough to make a good choice. The worker will then be able to reach a BG tile we'll obviously be working early on with its next move, so the loss of time will be utterly trivial compared to the reward of knowing our surroundings before we settle.
 
I suppose it will help being south if it means the difference between no city to the north and one city to the north. I didn't think it was a peninsula after my first examination, but it looks like a definite possibility.

What are we going to go with for the roster?

Edit: And you can't make me lead off again.

Second edit: Where is the temper tantrum smilie?
 
Checkig in. I have played this map once before just to see how badly I would get whomped on, so I'll also have to refrain from commenting at the moment, although I really only have general map knowledge, most of the specifics escape me.
 
Gee, why would anyone with two children be short on time in mid-December? :confused: :lol:

I'll start, but all I'm likely to do soon is move the scout once, move the worker once, and post a screenshot for discussion.
 
Here it is. My choice would be to found where our settler now stands; but having the settler wait where it is for a turn, so that our scout could look a little farther for water, wouldn't be bad either.

Some other questions for your consideration:

1. What should we research first?

2. Are we going to try for the Great Library?

3. Assuming we can't do any better than the +3 food in despotism available now (once we chop the game forest), should we build a granary before any settlers?
 
From the screenshot it doesn't seem very likely to me that we have fresh water anywhere close, I guess we should be happy that we can get to +3.
 
Looking solely at the screenshot, My only suggestion would be to settle north-east. That gives us the game straight-away, puts us on the coast and opens up a bit more room in the west for a city.

Re our expansion: We have a good early UU - we should try to make the most of it. Unless we can find a nice productive site for a settler factory, I think that we should not waste shields on the GL when they could build 13 mounted warriors.
 
I still stand by my earlier suggestion to go NE with settler, which now puts me in agreement with ainwood.
 
Personally, I would settle on the spot. 1 turn at deity counts and the start position has got a food bonus, a lux, had 3 BG's and is on a hill nad only has 2 water tiles in it's radius.

That's good enough for me.
 
Oh, forest chops are 10 turns, I just remembered. Taking that into account, I guess it doesn't matter too much either way to me whether we settle in place or go NE. It just bugs me having coastal tiles but not being able to build a harbor.
 
Talk about dry... well, I guess we'll have to make do. It's PTW so we want rings, don't we? Looks like that 'll be hard if we settle on the spot. If we move NE we'd be able to do half a (tight) ring, hopefully.
 
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