Gator01 - Team B - 100K

Yes, RCP distance three is obviously right. Our existing settler should found on the forest tile three SSW of Salamanca.

The casual approach to setting the roster is killing this game. I'll flip a coin to decide between alphabetical order (after me, since I've played) and reverse AO. Heads, so the roster is:

Northern Pike
Ainwood (UP)
Bed Head
Kaiser Berger
Mad-bax
Space Oddity
 
Thx NP, my :worship: to the RNG gods worked that time... ;)

I would like to see 4 cities on that ring, I'm not sure if settling that forest tile would make that possible. It probably would make the most of the southern grass, but I think only three cities would still fit. Is a total of four core cities enough?
 
We can settle my preferred spot and still fit four first-ring cities around Salamanca, one of them a superior fishing village with some productive capacity. To get five first-ring cities we'd have to both settle the wretched site two tiles directly south of Salamanca and put the city next to that one on a BG, so I'm inclined to accept a total of five core cities counting the capital.

We'll also be able to fit in one vaguely adequate second-ring city in the south, of course.
 
I've decided to take the save and will play tonight.

Just a few comments before I do.

1. I'm not sure that a scout next is necessarily correct. The only civ we have contact with at the moment is expansionist also and will already have met any other contactable civs so we are unlikely to be able to trade much anyway. I would have thought a quick settler would be preferable.

2. I'm not sure which research path to go for. The granary has thrown me a bit since we cannot irrigate the game so we can only expand every 16 turns anyway and have to pay 1gpt for the privelidge. My preference would have been for ICS without granaries.

3. Maybe we should research wheel and turn off science. We can then build chariots and upgrade.

4. Will we try to road our way to Russia? Looks unnatractive. Maybe we can connect through harbours instead saving worker turns. Seaborne invasion looks much quicker anyhow despite the prohibitive shield cost.

5. I'm not wholly sure about the temple build either. I'd rather keep the population down to control happiness and save the gold and shields. An early temple won't make a single turns difference to the end date IMO. Over 300 turns it will produce 550ish culture points and we will be making 1000+ in the end game.

For me it would appear that the plan that makes most sense is to settle the rings as fast as possible and to build chariots and galleys plus one harbour. Mass upgrade to MW as soon as we have both MM and HBR and invade Russia. We should not even think about building culture in the current core since if we end up staying put we will be in very bad shape.

Militarily we need to stamp our authority on the game. Reaching 100000 cp is easy, but doing it before the AI get to 50000 will be the trick. Let's talk about culture later. Let's win the game first. :)
 
mad-bax said:
1. I'm not sure that a scout next is necessarily correct. The only civ we have contact with at the moment is expansionist also and will already have met any other contactable civs so we are unlikely to be able to trade much anyway. I would have thought a quick settler would be preferable.

Yes, the scout is a close call. Feel free to build something else.

mad-bax said:
2. I'm not sure which research path to go for. The granary has thrown me a bit since we cannot irrigate the game so we can only expand every 16 turns anyway and have to pay 1gpt for the privelidge. My preference would have been for ICS without granaries.

I don't understand this. :confused: With a granary, a +3 food city can replace the two population points lost to a settler in eight turns rather than fourteen.

mad-bax said:
3. Maybe we should research wheel and turn off science. We can then build chariots and upgrade.

Let's just get to Horseback Riding/Mounted Warriors as quickly as possible, switching to real, non-minimum research as soon as it's practical. I don't know how many upgrades we'd be able to afford anyway.

mad-bax said:
4. Will we try to road our way to Russia? Looks unnatractive. Maybe we can connect through harbours instead saving worker turns. Seaborne invasion looks much quicker anyhow despite the prohibitive shield cost.

I agree that trying to build roads to Russia will be a futile project for some time to come. We don't have to decide just yet whether we want to send our Mounted Warriors on the long march through the mountains or build galleys for them.

mad-bax said:
5. I'm not wholly sure about the temple build either. I'd rather keep the population down to control happiness and save the gold and shields. An early temple won't make a single turns difference to the end date IMO. Over 300 turns it will produce 550ish culture points and we will be making 1000+ in the end game.

We might want to keep some enemy cities, though, and our culture will matter in that situation. A temple only costs us as much as one MW, after all.

mad-bax said:
Militarily we need to stamp our authority on the game. Reaching 100000 cp is easy, but doing it before the AI get to 50000 will be the trick.

Yes. :)
 
Yes I played some yesterday evening. Very straightforward play. I have 3 or four turns to finish up tonight when I get back to England. I will post this evening.
 
Northern Pike said:
I don't understand this. :confused: With a granary, a +3 food city can replace the two population points lost to a settler in eight turns rather than fourteen.

Quite right BTW. :o

Still don't like paying upkeep for the temple though.
 
This has been a long time coming. :)

gator1a.jpg


Here is the >>SAVE<<

(0) 3200BC: Pre-turn
No changes. Move settler toward forest as advertised.

IBT:
Russia asks us to leave. We do.

(1) 3150BC:
Scout turns south to find coast.

(2) 3100BC:

IBT:
Complete granary, start settler. Sorry.

(3) 3050BC:
Found Niagara Falls. Now there is a misnomer if ever I saw one. Build set to scout.

(4) 3000BC:

(5) 2950BC:

(6) 2900BC:

IBT:
Niagara Falls Scout - Temple

(7) 2850BC:

IBT: Russia starts Pyramids. Lets hope they complete them.

(8) 2800BC:

IBT:
Salamanca settler - temple

(9) 2750BC:
Slider back to zero

IBT:
Russia have a worker for sale and they have learned the Wheel.
I buy the worker for 4 gpt and 48g. It's all we have, but things will improve shortly. Must get that game roaded. I opt to complete min research on the wheel.

(10) 2710BC:
Found Grand River - Yep Really
Will initially work the BG but we can improve commerce with the fish obviously.

(11) 2670BC:

(12) 2630BC:

(13) 2590BC:

(14) 2550BC:

End of turn report.

Salamancas temple will complete next turn and Niagara falls one a couple of turns later. These will reduce our income which worries me, but on reflection it will be possible to keep them larger obviously so we should gain by it. The worker will pay for itself quite quickly. We have no obvious worker pump so I think it's a good thing. Feel free to squash research. Though a tech for 40g is pretty cheap and the 1 gpt we save will not get us to a trading position any quicker.

The first scout has found a choke in the south. The second scout will I presume try to find a way around Russia to the north.

Whilst the start location is poor in many respects, we do at least have reasonable shield potential and a defendable territory. It will be interesting to see how quickly we can break out.
 
Looks good. :goodjob:

Our next city should go on the forest tile N-NW-NW of Salamanca, and the one after that on the hill N-NE-NE of Sal.

Regardless of the roster above, I'd like to give Bed Head or Kaiser Berger the opportunity to play here, since Ainwood and Space have had trouble finding time. Could one of you two pick it up?
 
Hmm, interesting map. :rolleyes:

I don't think we should let Niagara Falls complete the settler it's building. We only have use for two more settlers right now, and Salamanca, which has a granary, can build them with less damage to our population. I'd switch NF to a barracks.
 
Preturn- Swap NF as suggested.

T1 2110

Wheel comes in and horse are way to the south in the hills.

T5 1950

Cattaraugus founded.

T8 1830

We gain contact with England and Persia.

T10 1750

Not much to report.


Summary

We can get some techs from selling contacts. I think we should hold off a bit longer though, as we have a while before the two side of this landmass meet each other. We need to settle towards the horses quickly.
 
I'm not frightened of a fast research pace, so long as we can begin a militaristic expansion before the AI get feudalism - and Persia have a good chance of getting it as their free tech - though I doubt the AI could afford to buy it immediately. We need to build chariots, and I would look for an opportunity to get HBR and cash for upgrades at a suitable point. don't hold off contact trading for long. The AI will find each other quite soon I think.

There is no doubt that we need to hook up the horses in very few turns. Pre-build chariots I think - we have very little else to build other than workers.
 
I like the plan, however we have a ways to go to get horses, as the picture shows. It'll be a while before we can even think of prebuilding horses. Next settler should probably head straight for the horses to gurantee we get them. No horses= :suicide:

EDIT- Just realized the idiocy of the build in Allegheny. I promise I don't intentionally build workers that will finish five turns before they can be produced :rolleyes:
 

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