GK2- The Training Day Experiment

So I just want to state my frustration at finding this thread today (instead of March 10!)... I've read through the first seven pages, and am planning on reading the next 9 (right after the Pistons finish DROPPING THE HAMMER on San Antonio). Even though I'm not actively participating, I'm still learning a lot... Good job guys -- thanx.

@Khan: that's the bestern western made since the Duke died (in your sig)... :cool:
 
Wolverine - tmarze had to drop, so if you'd like to jump in, I'm sure Gengis can find a spot for you.
 
Sorry guys, got called into work unexpectedly last night. Screenshop will be coming shortly(as soon as I redownload my mood badges), then off we go.

Wolverine: We do, in fact have an opening, if you're intrested. And yes, it is. Finally someone recongnises it.:lol:
 
Phew. Just finished the 16 pages (after the Pisons dropped the hammer... on themselves :( ). Thanks for the invites, guys, but after reading all of this, I don't think I'll be able to make the time commitment necessary to get the maximum benefit (two major <unstarted> projects and three final exams in the next 5 weeks). However, I'll keep lurking around and pick up as much as I can. Hopefully I'll be able to participate in the next such game, whenever that may be. Good luck to all the "students"!
 
Arrgh! I'm ready to throw my computer out the window.:wallbash: It's still not wanting to print screenshots, but I'll figure it out eventually.


Here's the save we'll be using: Our save.

(I need a zoomed out screenshot of our land, Selencana from the inside, and our Science Advisor. If someone wants to help me out & print them out, bless you! If not, I'll have them up tonight at some point.)

Questions for the group:

1. Selencana grows, border expands, and produces next turn. Worker will be finished roading the cow in 2 turns, what are you going to do with him after that? Mine the BG? Head over & road the wines/head over & road/irrigate the wines? Why?

2. Scout in 1, you going to let the scout be produced or change it? Why?

3. What are your plans with the forted warrior? Leave him forted? Scout with him(Where?)? Why?

4. What are you going to do with the scouts?

5. Looking at the map, what can you assume about the land to the NW(that's not been uncovered yet)?

6. Research is set to 0% on BW, you going to leave this? Start researching something else, or start a 40 turn gambit on something? Why & what?

[edit- Thanks Yoshi!]
 
Got it! For screen shot posting :) Wait a few minutes

Here are the pics:

the land:
GKTDG_theland.jpg


the city:
GKTDG_Salamanca.jpg


The science advisor:
GKTDG_science.jpg


:)

[edit] One question about scouting with the warrior. Can the warrior pop barbs from a hut or have all units from a exp. civ this bonus to get better things?
 
IIRC. A civ can't get barbs as long as it doesn't have a single military unit when popping huts with a border expansion(this is the part I'm not too sure about, maybe they won't get any at all).

However an expansionist Civ will never get barbs regardless of how the hut is popped.
 
My suggestions for the team:

1. Recall the NE scout to head NW
(let's see what's up here)
2. Send the warrior east to the mountains to have a look around
(need to know if this is coastline or lots more island)
3. Complete the third scout and send him to the SW
(let's take full advantage of expanionist trait, if we're on a small island, we won't need a granary anyway)
4. Begin building granary
(Will need to pop out settlers faster - unless this is small island and then switch to temple or settler)
5. Begin research on Warrior code and minimum research
(We want to research Warrior Code for as long as possible to increase the chances of getting a more expensive tech from a hut)
6. Have the southern scout pop that hut and then head south
(Hope for a settler/city, be happy with tech)
7. Have worker road to cow then road to wines
(Once the first lux is connected, you'll be able to grow larger without needing MP or Lux %)
8. The land NW will be grasslands and woods, turning to tundra
(As you move away from the center-line of the map, you get wetter and colder)

Of course, this is just a lurkers point of view

:beer:

Edited to add reasons for each item
 
1) Worker returns to roaded BG and mines it. Then NW, mines, roads, then to wines.

2) Change city production queue to Granary.

3) Warrior can scout nearby NE... but if "Corporal Punishment" says there are barbs around, may recall him to capitol... will recall to capitol sometime after city hits size 3 for military police duty.

4) Northerly scout will explore to NW, southerly scout will pop Goody Hut, then scout southward.

5) Lands to the NW look grassy, but will eventually yield to Tundra. If land continues North, nothing there. If it turns west at some point, it might lead to more land and another civ...

6) 10% research on..probably warrior code. May switch back to Bronze Working if GH doesn't pop BW... Isn't Warrior code the cheapest?
 
Hi everyone, I am reading this thread, so guys I need to know what to do. French wine is nice!!!
 
Originally posted by denyd
3. Complete the third scout and send him to the SW
(let's take full advantage of expanionist trait, if we're on a small island, we won't need a granary anyway)
Isn't the early granary another strength of the expansionist trait? Do you think a 3rd scout would really help that much? (I'm for building a granary and poppin' out some settlers...)

On a related note, where has everybode been this weekend?
 
On a related note, where has everybode been this weekend?

Good question. I somehow get the impression that a lot more people post from work instead from home. That would explain why there are less postings during the weekend ;)
 
Originally posted by yoshi74
I somehow get the impression that a lot more people post from work instead from home....
Wellll... I've made a few posts from work as well.... but I play at home!
 
Hi Guys, I'm back.

The reason I was building the 3rd scout, because I was going to send him to explore the landmass SW of the capital (I didn't know that it ends at the ocean shore soon). And I wanted to maximise the expansionist strength.

But now, we have Icon, Solar, and Scout's maps, I'm tempted to switch over to granary (but, don't you think it's cheating?)

With the tech, I want to research after we've met at least one other civ. So I can see which tech will provide the best advantage for me to grab.

With the RCP, I've never used it, mainly because it takes away the fun and choices from me.

The southermost scout will reach the GH, of course,

and the worker will move south to mine that BG, and after that, move NW to road that BG, mine it (I don't think we need the wine RIGHT now, since our warrior can come back to the capital when exploring as MP), and then move W to the wine to road and irrigate it.

As for the conscript warrior, I would send him S-SW to take advantage of the hill-viewing, but he should come back before the city grows to size 3.
 
Originally posted by shoguntaka
...3rd scout...explore the landmass SW of the capital
We could get much of that scouted with the warrior...

But now, we have Icon, Solar, and Scout's maps, I'm tempted to switch over to granary (but, don't you think it's cheating?)
Sure feels like cheatin', huh? :D
With the RCP, I've never used it...
I think we need to consider 2 things: (1) We're not playing a commercial civ, so an edge on corruption is worth considering. (2) RCP is a feature of vanilla Civ. Though they tweaked it out of the formula in C3C, they also strengthened the corruption fighting abilities of courthouses and police stations.

I don't think we need the wine RIGHT now
I like the worker moves, and agree with you here. The wine will be most powerful for filling in that last bit of surplus food when we've got our granary...
 
OK, we've given this a bit of time. It appears that we will use shogun's start. In an effort to keep this moving along. We will assign the game using the sign up order. That puts it on solar knight.

Some things for SK to work on:
1) Science
2) setting up the settler factory
3) maximizing exploring and meeting new people (you guys have got to get out more :D )

Play 10 turns, post a screenshot, a detailed turnlog and the save.

shoguntaka
SolarKnight - UP
infoman - On deck
scoutsout
 
In the interest of keeping this thing moving, let's go with shogun's start since that had the most lurkers...two? We will keep the roster based on sign up then

Shogun
solarknight - Up
Infoman - on deck
scout

@ SK: grab shogun's save, play 10 turns, and post your results with a good log, a screen shot and the save.
 
Im here, went to visit my fiancee this weekend.

Ive got it.
 
Originally posted by SolarKnight
Im here, went to visit my fiancee this weekend.
Oh, that explains it! Once you've been married a few years, your priorities will change! :p (I, for one, married well..."Santa" gave me C3C as a 'stocking stuffer' last Christmas...) :king:
 
Yea, I'm about to quote myself, leave me alone!

Here's what I was looking for/what I would do.

Originally posted by Gengis Khan
Questions for the group:

1. Selencana grows, border expands, and produces next turn. Worker will be finished roading the cow in 2 turns, what are you going to do with him after that? Mine the BG? Head over & road the wines/head over & road/irrigate the wines? Why?

Wanted to see if you were prioritizing production, growth, or happiness. Personally I'd go mine, road wine, irragate wine, then move onto the other BG.

2. Scout in 1, you going to let the scout be produced or change it? Why?

Seeing if you were prioritizing growth through the granery or expansion through scouting. I'd let the scout complete.

3. What are your plans with the forted warrior? Leave him forted? Scout with him(Where?)? Why??

Seeing if you were worried about barbs, happiness, and using multiple units for a single goal. This question is linked to the first(depending on what you did with the wines, you might NEED him in the capitol). I'd explore the NE corner with him, then maybe even the SW. Due to me hooking up the wines in 6 turns he wouldn't be needed in the capital for awhile.

4. What are you going to do with the scouts?

Pretty self explanitory & obvious, I was more looking to see if you'd remember that 3rd scout(if you were planning on producing him), and which way he'd go North or South. Mine would go South.

5. Looking at the map, what can you assume about the land to the NW(that's not been uncovered yet)??

I was looking for someone to point out(which noone either saw, or thought to mention) that directly to the West you can spot the tip of land in 2 squares through the fog. This leads me to beleive that the land to the NW bows around and continues SW.?


6. Research is set to 0% on BW, you going to leave this? Start researching something else, or start a 40 turn gambit on something? Why & what?

Not really what I wanted, but I wanted to see what techs you were prioritizing. I'd go with a 40 turn gambit on Poly, and not trade away Myst until I was getting close, I could get 2 techs for it, or my monopoly was broken.

For Solar, good luck! If you run into a situation, or trade that you're not too sure about it's ok to stop your turn early & ask the group, especially if it's a game changing decision. You'll still get to finish your turns.;)

[edit- Stop talking about marrige!! You guys are making me feel like a teenager again.:lol: ]
 
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