GBM02-Bad Start (Emperor, islands, OPEN)

OK, it has begun, with bad start 2. I think it was painful enough


GBM02 - Worst starts ever! Worst 15 turns ever

Turn 1 - 4000BC
Settle Entremont, send my worker exploring, as it will be, well, useless with the main source of food as fish.
Alphabet in 24 turns. We will really need it for MM.

Turn 2 - 3950BC
Zzzz. Find whale that may be useful

Turn 3 - 3900BC
Find goody hut, but I'm worried about having barbs when there are no defences, so I go around.

Turn 4 - 3850BC
Zzzz

Turn 5 - 3800BC
Find spices in forest.

Turn 6 - 3750BC
Find forest/grassland up north above spices.

Turn 7 - 3700BC
Zzzz

Turn 8 - 2650BC
Zzzz

Turn 9 - 3600BC
Nada

Turn 10 - 3550BC


Turn 11 - 3500BC
Warrior built, culture borders expand, city grows.
Blue borders found on the same island!. Now we are on an icy island, sharing it with a prosperous neighbour.

Turn 12 - 3450BC


Turn 13 - 3400BC


Turn 14 - 3350BC
Warrior pops hut and gets...
...Three angry Mayan warriors!
Contact Germany, who are annoyed with us.

Turn 15 - 3300BC
Germany already pops out a settler. Ouch!!!

The save:
 
BTW, I think Sir Eric is playing now, he told me, but he forgot to post a 'got it'.

Just a reminder, if you are playing the game, post the simple words 'Got it' so we dont have two players playing the game at once.
 
1.21 UK patch now out I can play :) also bump
 
ok next 15 goes

Turn 16 3250bc
moved worker ne, warrior back sw
Turn 17 3200bc
worker w, warrior s onto hills, being persued by barb
turn 18 315obc
worker north, 2 x spices warrior North
turn 19 3110bc
worker south barb persuing, warrior South playing cat and mouse with barb to get barb to attack warrior whilst on mountain for defense bonus
turn 20 3050
Warrior South, barb persuing, Worker south barb persiong
turn 21 3000bc
Worker south barbs again, Barb attacked warrior on mountain, barb lost, discovered alphabet. WHat next?chose BW. second warrior made start on 1st settler. Cant decide if to go for early archer run or not, mmm not
turn 222950bc
send w to investigate s of berlin, birng worker home.
turn 23 2900 bc
zzzz
turn 24 2850bc
zzzz
turn 25 2800bc
worker meets barb. barb now between warrior and worker, send worker into germany for a look at unit, barb in german territory as well
turn 26 2750bc
Warrior drawing barb back to city, Worker investigating around germany
turn 27 2710bc
zzzzz
turn 28 2670bc
zzzz
turn 29 2630bc
barb attacked warrior on mount, Warrior now vet, Worker discovers that only small bit of land behind berlin.

Save posted

http://www.civfanatics.net/uploads4/bad_start_brennus_3300bc.sav
 
build the great library as quick as posible lol
 
didnt see i was only sposed to play 10 so i did 15 :p

1- warrior moved north and worker brought back east
2
3
4
5
6-started building a road
7
8-settler built
9
10
11
12
13- Alesia built next to spices and lake, building 2 settlers (1 per city)
14-palace improvements given. We have lovely lawns now :)
15-nothin much
 
If you're still looking for players, I'm willing. I'll need to pick up PTW tomorrow. I haven't played SG's before, but I have played a game like this ( Aeson's "So very cold (of the map generator)" at Apolyton). DNF as I found I didn't have the judgement yet for the deity challenge in that arctic wasteland, but I held my own 'til the mid 1st millenium.:crazyeye:
 
This is an open SG, so anybody can pick up the save.

Welcome aboard!!!!

BTW, I think we may need to expand at all costs, and surge for map making.
 
Any chance you can post a screenshot? I can't start until later today, but I'd like to see how things stand so I can consider expansion possibilites/ priorities (unless there's nuthin' left when it gets to me:lol: ).
 
Well that was my idea, I settled the lake then we settle the river and the lasnd between city 1 and 2 and just keep building setters.If possible head off german expansion.
 
Screenie for you:
 

Attachments

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I have the save, and will post w/in the next 12 hours.
 
Take over turn- no changes.
1) 1870 bc- Worker starts road to Entremont
2) 1830 bc- zzz

ibt- barb pops out NW of Alesin (from the hill?)

3) 1790 bc- zzz
4) 1750 bc- Chain gang moves on, warrior hunkers down for the barb.

ibt- uncultured phoenician louts get the beat down, and we get a vet. warrior. :nya Our fellow eskimos jubilantly add to our ice castle.

5) 1725 bc- zzz
6) 1700 bc- zzz
7) 1675 bc- Alesin now size 2 (growth in 20, settler in 10 :eek: ). No advantage in mm, so collect the extra shields just in case. Talk to Bizzy, and get IW for CB, alphabet, and 10gp (now he's only cautious. He should be ;) ). Our capital is sitting on the only "visible" iron!
8) 1650 bc- Entremont now size 3. MM to get settler in 2.
9) 1625 bc- Cut research to 30%, writing in 1, +6 gpt.
10) 1600 bc- We learn to write! 29 gp is too steep for an embassy now, and we have plenty of time (cash, OTH...). Max. sci. Entremont trains settler --> barracks (feel free to change). Move the settler out with warrior escort.

A few thoughts:
1) I didn't explore that patch SE of Alesin, because of the likely barb camp NW (can't afford to have our precious shields wasted).
2) Our UU is way too expensive to build, and a GA at this stage would suuuuck!
3) Biz is probably not much better off than we are. He only has two cities, one of which is a hole in the dirt (albeit a refreshingly aromatic hole). :p
4) We should probably build up some military to antagonize him. He would seem to have no iron, so archers can do it. Alesin is piss poor in the food department, but can crank out the military (well, every four turns :rolleyes: ). This will allow us to expand where we want, and get slaves in the process. I wouldn't kill him outright, but maybe take Berlin, and let him live in the desert. We can look around to verify that we are in fact stuck on an uncharted desert isle with the skipper. By that time, we ought to have maps, and can (try to) get off this berg. Comments?GBM02 1600 BC
 
AlesiA not AlesiaN:confused: (must... get... sleep...)
 
Oh yeah! I left us on the literature path that somebody else set. 27 turns at max-- check to make sure I actually did reset the slider before you start. I was scoping out the situation at the end of my turn, and may have f'd with it.

Do we want to stay on this path? The best production we can probably hope for any time soon is 4-5 shields. The best we can definitely do now is 6 in the capital, which would tie up our only decent settler maker for a looong time (67 turns?) At this level, I don't think the GL is as much of an advantage as it might be on higher difficulties. Finding somebody to trade tech with will serve the same purpose, though not as cheaply. The one thing we can say about our terrain is COMMERCE! We need harbors pronto. We need to milk the coast for all it's worth. It's our only food source, it's tons of cash once built. It's pretty much the only way to take advantage of our position (short of relocating entirely). (Oh yeah, and did I mention unleashing the wrath of god on our Aryan neighbor :) ). Just my $.02

Edit: Science slider definitely still at 30%. My bad.
 
wonder why americans give 2 cents and we give pennies worth.... odd. Anyway, I definatly think we should capture berlin, I think new city should go just south of Berlin and could be used as a staging point.
 
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