Gator02 - Learning to Walk

Nice start Brad, sorry I'm late to the [party] . Was playing some turns for SGOTM09. :D

Looks like we're going to be very happy in this game with all the wine around. To bad we have to wait for Monarchy to enjoy it. ;) Lots of pork too! :eek:

Your city sites look good to me. If we are alone, we should push the commerce to find a way off. So next city to the red X?

I'm looking forward to seeing how we develop this. Thanks... :goodjob:
 
Bezhukov said:
This game is called "learning to walk", and I guarantee you that if the lesson this team learns is "get cottages ASAP", they will struggle in many other situations. My goal wasn't so much to beat a dead horse as to provide an idea of the different issues involved in the early game decision-making process...Secondly, nearly every SG I read, regardless of traits, features people going for the Oracle...I know, beating a dead horse, but the seed of doubt needs to be planted for those situations where Oracle-fixation can be deadly

Excellent points. That makes your previous arguements a lot easier for me to understand. In GoTM2--and in the majority of my solo games--I only had a handful of cottages all game long, and none in the capitol. Cottages are indeed not always the way to go. They do fit nicely with a big food surplus and an early bureaucratic capitol though.

The Oracle/CS jump is the flavor dujour in the GoTM as well, and it is getting a bit tedious. Unfortuanately, the difficulty level (monarch or below) and the starting terrain have been partly to blame for that obsession. I wracked my brain for hours while looking at the start and game settings for GoTM 2 and 3 trying to come up with a strategy that could result in an earlier victory than the Oracle/CS jump, but I couldn't come up with anything that could top it. (I have some that come close, but not quite as good). I had to settle for a strategy in addition to the CS jump rather than a strategy that replaces it. But when the right Emperor game comes along things will be different. :)

Bezhukov said:
I still say three citizens working cottages/coasts beats one working a village.

And I still say working three riverside towns beats working three cottages/coasts.:D

By a ratio of 2 to 1 to be exact. 3 to 1 after printing press and free speech.
 
"And I still say working three riverside towns beats working three cottages/coasts"

That it does, but I'll have my three thirty turns before your have yours, at which point I may well have nine. ;)
 
Why the red x? Am I missing something? Floodplains are great and all, but where's the resources? :hmm: We need to find food bonuses to get new cities going fast - lets scout the fish location and further along the east coast.
 
I'm home from work today, not feeling well. I think I'll go ahead and play my 10 turns. Looks like I'm continuing to explore both eastern by the fishes and western towards the red X area. Next techs are laid out, so there shouldn't be much I can screw up in 10 turns :p
 
Bezhukov said:
Why the red x? Am I missing something?
I know I have much to learn, but isn't it important, if we're alone on this island, to get off. To me, the way off is to research to Optics and Astronomy. This requires a strong economy producing Gold. So the red X provides a city space that allows for FP Cottages and some extra food to support specialists.

If we had neighbors that we could trade with and conquer, I could better understand your point. I am thinking that a strong economy is the first priority and, once established, will support faster research, more cities and, eventually, greater production?

Edit
Gator said:
I'm home from work today, not feeling well. I think I'll go ahead and play my 10 turns. Looks like I'm continuing to explore both eastern by the fishes and western towards the red X area. Next techs are laid out, so there shouldn't be much I can screw up in 10 turns
Good luck!
Hope you feel better by the end of your turns!! :mischief:
 
I never actually said that the floodplains were the spot for the next town, I said it would make a good second commerce town. I don't think we have explored enough yet to have an idea of where our second town should be. I am hoping it will be in those forests to the east.

I decided to do an analysis of our upcoming turns as a learning exercise, and also to help me develop a cIV Starting Moves spreadsheet that I am working on.

I also wanted to compare the strategy we are running to the one that Bezhokov is advocating, but I couldn't continue the comparison after BW.

Bezhokov said:
Research Mining, Bronze = 22-25 turns, during which build worker (12 turns), 2 quechas (the remainder while growing to two), start second worker (chopped) when bronze comes in, follow with settler (chopped), settle by fish, chop worker there, whip workboat, then granary (assuming research went bronze->AH->wheel->pottery

When I read that more carefully, I realized that a workboat gets chopped before fishing is known. Could you clarify what you would research in your alternate start? Also, did you plan to chop that granary, whip it, or just build it normally?

Anyway, here is an analysis of our upcoming turns. I hoped to get it up before Gator took his turns, but I may have been late. Warning: there is a lot of Mathematic minutia in the following. I enjoy analyzing and understanding that part of the game, but I know it gives some people a headache. If you happen to be one of those people, then don’t read the following :)

Turn 0: Move Settler to hill

Turn 1: Found Capitol. Start TW @11bpt and a worker @5 food/hammers per turn (f/hpt).

We are getting 11bpt, not 10, because the game gives you one bonus beaker for having a city. And don’t ask me why Firaxis programmed in such an odd thing as that, because I haven’t a clue.

3600bc, turn 10: Get TW with 10 beaker carryover. Start Pottery @13bpt.

The two extra beakers come from the 20% beaker bonus for knowing a prerequisite tech.

3480bc, turn 13: Get worker, start quechua at 2hpt. Work 1 moves to corn.

3440bc, turn 14: Worker begins farm, due in 5 turns.

3280bc, turn 18: Worker completes farm. Surplus fpt jumps to 6 and we have 15f in the hopper.

3240bc, turn 19: Get Pottery with 8 beaker carryover. Start Mining @11bpt. Worker moves to FP.

3200bc, turn 20: Capitol grows to size 2 with 5f carryover. New citizen works FP. Research now @ 12bpt for a base tech (like Mining), research @ 14bpt for a tech with a known prerequisite. Making 7fpt. Worker begins FP cottage.

3160bc, turn 21: Get Quachua 1 with 1 hammer carryover, start Quechua 2.

3100bc, turn 22: Bez strategy gets BW with 6 surplus beakers. This is 11 turns before we will get it with the current strategy.

3080bc, turn 23: Capitol grows to size 3 with 2 food carryover. New citizen works wine tile. Now making 3 hpt, 6 fpt and 15bpt for a base tech, 18 for one with a prerequisite.

3040bc, turn 24: FP cottage complete. Research jumps to 17bpt for base tech, to 20 for one with a prerequisite (like BW).

3000bc, turn 25: Mining researched with a 13 beaker carryover. Start BW @20bpt. Worker begins cottaging the wine.

2920bc, turn 27: Capitol grows to size 4 with no food carryover. New citizen works forest. The capitol is now making 4hpt and 6fpt. Beakers don’t change. Quechua 2 is complete. Start Worker 2 @ 10f/h per turn.

2880bc, turn 28: Wine cottage complete. Now generating 18bpt for a base tech, 21 for one with a prerequisite.

2840bc, turn 29: Worker moves to plain/hill to mine.


2720bc, turn 32: We will be exactly 1 beaker shy of researching BW next turn if we continue working the forest, so MM the capitol to working the riverside grassland for 1 turn.

2680bc, turn 33: Get BW with no beaker overflow, start AH @ 21bpt. Finish worker 2, start Settler1. Work2 moves into SW, SW forest to chop. Work1 completes hill/mine, will head into forest 2E of capitol to chop. MM citizen off grass/river to plain/hill mine.

2640bc, turn 34: FP cottage grows to hamlet. Research goes to 19bpt for a base tech, to 22 for a tech with a prerequisite (like AH).

We can actually pick up a free bonus beaker at this point due to how cIV rounds bonus beakers down. By MM from the hill to the grass/river at this point, our research will go to 24bpt. In three turns when the wine cottage turns into a hamlet, we can go back to working the plain/hill. This MM will not slow down the build of the settler because of the two chops in progress.

2560bc, turn 36: Work2 finishes chop, will move NW to chop another.

2520bc, turn 37: Work1 finishes chop, will move NE to chop another. I think I would leave the two remaining forests that are in our “fat cross” until we are ready to chop a library. There will hopefully be plenty more for us to chop down outside the fat cross, but we will need quechua for protection.

2480bc, turn 38: Settler1 is complete, start another. The wine cottage is now a hamlet. MM the citizen back to the mined hill. Animal Husbandry is due in 2 turns with a big beaker surplus.

There is no point in going any further with the analysis, because we may not actually research AH. If we don’t find a good city site in the forests to the east, then we may need to research fishing instead so that we can found the fish town to the south. Also, we might get lucky somewhere along the way and pop a tech from a hut.

There is also another research possibility instead of AH: Hunting. It seems like an odd choice, I know, since we can’t see anything that needs a camp. It could actually have two benefits though. The first is the important one, and the only reason I would consider researching it. If Gator happens to find one or more huts during his turns, then we could build a scout for popping them. I think that would give us better results (although if I am wrong on that, someone please let me know). The second benefit of having Hunting, and this one is much less important than the first benefit, is that it would give us a research bonus toward AH. Having Hunting would save us 28 beakers while researching AH, because Hunting is an “optional” prerequisite. When we have an optional prerequisite for a tech, then our total research is multiplied by an additional 20%. The final effect on our research would be that we get AH 2 turns later than we would have if we had not researched Hunting.

I am not sure if that is a good idea or not, but it is something that Gator can consider while he is exploring and hopefully spotting dozens of goody huts.

I think we may want to research writing as the tech after AH rather than Meditation/Priesthood, because a library at that point would be more powerful than a forth city or a fourth worker. That will also allow us to start running a few scientists and get our academy sooner.
 
We are definitely alone on this island. I popped 2 more GHs (to the West) and they provided us gold and a very useless map. Good news, I uncovered Marble close to our capital.

Quick recap of the Quechuas: Adam continued exploring the Northern lands; Boone went West to the coast and then SE - he found the 2 GH; Clark mainly NE out of capital – found the marble, he has a lion next to him (I moved to the forest instead of attacking); Desota just left the capital, he was going to remove the final bit of fog to our SE.

Worker has a cottage on the FP and wines, and has just reached the plain hill.

I forgot to take a picture of the Captial, I’ll add it soon.

The Save

The log
Spoiler :

Turn 20 (3200 BC)
Adam (Quechua) promoted: Woodsman I
Cuzco finishes: Quechua

Turn 21 (3160 BC)
Cuzco begins: Quechua

Turn 22 (3120 BC)
Quechua defeats (1.98/2): Barbarian Lion

Turn 23 (3080 BC)
Tech learned: Mining
Cuzco grows: 3

Turn 24 (3040 BC)
Research begun: Bronze Working
Gator: mm to FP, should have done it last turn
Tribal village results: a little gold

Turn 25 (3000 BC)
Cuzco finishes: Quechua

Turn 26 (2960 BC)
Cuzco begins: Quechua

Turn 28 (2880 BC)
Tribal village results: map
Cuzco grows: 4

Turn 29 (2840 BC)
Cuzco finishes: Quechua

Turn 30 (2800 BC)
Cuzco begins: Quechua
 
DJMGator13 said:
I forgot to take a picture of the Captial, I’ll add it soon.

Capitol Shmapitol. Show me the Marble! :drool:

I am noticing some differences between when you grew/researched techs and when I was predicting they would arrive. Did you by chance do some micromanagement that wasn't recorded in your log?
 
Here is a shot of the Marble location and the lion threatening Clark.




Our capital


A look West towards where the Red X site is located. Not many shields there.
 
bradleyfeanor said:
I am noticing some differences between when you grew/researched techs and when I was predicting they would arrive. Did you by chance do some micromanagement that wasn't recorded in your log?

I only mm once and that was to the FP (a turn late).

EDIT: I looked at mm after we hit size 4 but it did not change the growth it only slowed the next quechua.
 
Marble, pig, clam and two wine. Wow.

That is a prime location for a barbarian city to appear, and we shouldn't let that happen. We need to get a Quechua onto that lion/hill as soon as we can and fortify him there. Getting one onto the desert hill 5N of the capitol is probably wise as well.
 
I was playing with the Flying Camera, here's a shot from our capitol towards the marble and lion.

Gator02_06.jpg
 
Bingo! [party]

Settle our second city on the marble (the city square will make 2 hammers that way), and we grab all the resources - lets get that settler built ASAP! Chop it with forests outside the fat cross, then chop a culture source at new site.

Nice analysis Bradley. I had forgotten we didn't start with fishing. That's another tech I usually grab quite early (before pottery - intuitively I knew when you suggested early pottery that was unusual for me, but I don't have the game at hand to look it up.)

If we find one more site like the two we have already, a cultural victory will be very viable.
 
Bezhukov said:
Settle our second city on the marble (the city square will make 2 hammers that way

Are you sure we get the bonus hammer if we settle on the marble? I thought a city square would only get a hammer bonus if it was on top of a plain/hill (and a city square would only get a commerce bonus if it was next to a river, or a food bonus if it was on a grassland). I thought I tested this at some point to confirm it, but now I can't remember for sure.

Bezhukov said:
If we find one more site like the two we have already, a cultural victory will be very viable.

That is true. The area up north by the dyes and pig might be a good third once the jungles are chopped (not sure though, it was half covered in fog during my turns). We could get a decent culture date if the team decided to pursue that.
 
The marble (unimproved) yields one hammer, and the plains the other. Same with plains (one hammer) and hill (the other). I'm sure it works this way - I commonly settle on copper/stone/marble for a second city to get it hooked quickly while securing the early hammer boost.

One funny thing I've noticed is that a sheep on a desert hill will only yield one food with a pasture, as if it started at -1 food.
 
Cool. That is indeed the best city site then.

I'm thinking we should still get the second worker out before a settler. I was hopping to utilize 2 chopping workers in order to have 3 settlers and 3 workers by the time we got writing and chopped out a library.
 
Does settling on the marble provide marble for that city to get the bonus on Oracle (assuming we have Masonry by then)? Or is a road to the capital required first?

A couple notes:

Red x was problematic due to the dearth of resources nearby. Resources are all important for early cities, both food resources to get them up to pop quickly, and strategic resources to speed desired wonder builds or to get your empire defended from barbs. Flood plains act like mini-food bonus tiles, but actual resources are preferable. A city one tile east of the Incense would make a nice 5th/6th city, but will never support cottages due to lack of food. If we someday run State Property, however, it will be a pretty strong mill (wind and water) city.

As to developing the capital, I think a mine on the plains hill would have been better than the wine cottage. A FP cottage doesn't kill us, as it still makes 3 food/hammers, but the wine only makes 2 while the plains mine makes 4, and can still be worked now that we're at max happy. Maturing the cottage is also of limited utility as it will soon be a winery. Once we get our core settled, we'll have plenty of time focus on commerce, but for now we need hammers and food (which can be used to make settlers/workers) yesterday.
 
We had discussed the cottages enough, or so I thought. But if you want to turn the wine cottage into a winery then I guess we have to talk about it again. My plan was never to turn the wine cottage into a winery. It's a cottage because we were first trying to hurry to civil service, and now we are hurrying to Optics as well. I am very happy that the wine is a cottage. At size 4 we produce settlers exactly 1 turn later if we work the wine than if we work the plain/hill. With chops it actually has less impact than that. The long term research benefit of the cottage/town will be of more value than settlers produced 1 turn earlier.

The whole plan for the capitol is that it be specialized for commerce/science. We can build other cities to specialize in production. If you dislike working the wine so much, you are really going to hate my suggestion for how we arrange citizens once be get a library. :)

I think we can still grow 1 more (to size 5), before we hit the happiness limit.
 
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