gmaharriet01

Turn 1 (4000) Seeing something I didn't see in the initial discussion, I move the Settler East, per a teammate's suggestion. Worker (Alice) irrigates cow. Scout'sScout moves out West.

Turn 2 (3950) Capital Crone founded. Queue up a scout. Set research queue to Bronze (something I don't want to pop from a Goody Hut) and shut down research. Scout'sScout spots a Goody Hut and some Spices. F10 shows Japan is in this one, so somebody knows Wheel.

Turn 3 (3900) Scout'sScout pops the Goody Hut, and meets a settler that wants to join our Despotism! :banana: After a little dotmapping, I plop him on the spot, and IronGold is founded. Queue up another Scout.

GMA1_Settler.jpg


Turn 4 (3850) Nothing to Report.

Turn 5 (3800) Alice starts roading the cow.

Turn 6 (3750) Nothing to Report.

IBT - Capital Crone Equips a scout, starts a Warrior.

Turn 7 (3700) More scouting.

Turn 8 (3650) Lux up. MM Capital Crone for Food.

Turn 9 (3600) Not much.

IBT - Capital Crone trains a Warrior, starts a Granary.

Turn 10 (3550) More scouting...still no contacts.

IBT - A Mayan Warrior comes over the ridge.

GMA1_meet_Maya.jpg


Turn 11 (3500) Maya are up Masonry, down Warrior Code. He won't trade Masonry. He's probably working on WC. The scouting is going slowly due to terrain. Swap CC to Scout, due in 3.

Turn 12 (3450) more scouting...

IBT - IronGold trains a Scout. Starts a worker.

Turn 13 (3400) lux has to come way up as IronGold is miserable. Forest Chop organized at Capital Crone.

IBT - Capital Crone equips another scout, starts a Granary.

Turn 14 (3350) Maya have WC. No trades. More scouting.

Turn 15 (3300) Pop a Goody Hut and get some Gold. Pop another and get a Warrior.

Turn 16 (3250) Nothing much.

IBT - Forest chop comes in at Capital Crone. IronGold equips a worker, starts a Barracks.

Turn 17 (3200) More Scouting. Alice starts roading. New worker moves to spices.

Turn 18 (3150) another goody hut yields another Warrior.

Turn 19 (3100) more scouting...

Turn 20 (3050) ...just some more scouting...

Time to take some screenies and post the save. More to follow...
 
Thanks, Whomp, for the summary of what builds are important...exactly the kind of thing I need to know.
Whomp said:
What do you guys think about pop or cash rush?
I've never used pop-rush, though you gave me a quickie lesson on how to do it on MSN the other night (thank you!). I'm more used to cash rushing, but would we have a problem doing that and saving gold for buying techs at the same time? And, since I've heard that pop rushing makes citizens unhappy, how will that affect what government(s) we go for?

I'll assume we will still want to have a couple of main cities doing settler/worker factories and, therefore, mostly using other cities for building culture. At what size do they need to be to begin pop-rushing during despotism? Even if we use our capital for a settler factory, I imagine it would need a temple at least early on. How do we balance out culture builds with things like rax and military needs?

I know some of these questions will be easier to answer when we know a bit more about our surrounding lands and neighbors, but I wanted to get these questions out there for thought and discussion. I'm currently reading one of Bede's older training games on "no research". Can anyone recommend one on 100k? It helps to put the information into context.
 
There was some serious fog-busting going on in my turnset. Here's the view of the world to the north:

GMA1_North.jpg


...and here's the view of the known world to the south and west:


GMA1_Southwest.jpg
 
After Action Review:

The Good: I popped a settler out of a Goody Hut, and claimed a lux with it.

The Bad: We're in a bit of a farmer's gambit, though a tad short of food for a 4-turn settler pump. The Granary should come in on the next player's turnset, though CC may need to be MM'd for food.

The Ugly: I only managed to contact one civ, despite all of the scouting. We seriously need more contacts soon to play this as a No Research game. Pancho is being mighty stingy with his one known tech.

Here's a suggested dotmap for you urban planner types:

GMA1_Dotmap1.jpg


Current status: Our military (such as it is) consists of 2 Workers, 3 Warriors (2 Conscript) and 4 Scouts. This is what they're up to:
  • One worker is chopping a forest at IronGold for a Barracks, and should be used to improve that town. Once that town is up and running it ought to provide us a decent supply of Archers.
  • Alice is trimming terrain at our capitol. She'll be busy there for a bit.
  • Northern-most scout should proceed westward in search of contacts. It looks like there is some land in that direction.
  • Western-most scout (trespassing in Mayan territory) should also head westward.
  • The other two scouts have not had as much luck... just keep busting fog and searching for contacts.
  • Conscript Warrior north of our Capitol is headed there for MP duty. The other Conscript is headed SW to bust fog in the jungle (where he can function as well as a Scout).

Now, for the next better player, here's >>> The Save <<<.
 
That was lovely getting another settler so quickly and right next to the "smelly" happiness. Looks like plenty of empty space for more settling as well.

Got it, and I'll probably have questions after taking a look at the save. :)
 
Wow! Nice work Scout. It looks like there's a city site (W-W-SW) in between Irongold and Capital Crone that has 5 BGs!!! Would that be better or the forest? It would almost cut off the Mayans off from the north and no travel over a river from the capital. Though we have jungles and marshes to the north we have the benefit of lots of rivers to the south.

Gram H. I couldn't find Team Wacken (1st) or Team CDZ' (2nd) threads for SGOTM6 but we placed 3rd in this 100K. The variant was on emperor and only despotism or communism could be used as governments so the pop rush was huge.

http://forums.civfanatics.com/showthread.php?t=111449
 
Thanks, Whomp, for the link. Guess I won't be building much kulcher until I can either pop a hut with CB or find a civ who has it for sale.

I'm off to look at the save. Back shortly. :)
 
Whomp said:
Wow! Nice work Scout. It looks like there's a city site (W-W-SW) in between Irongold and Capital Crone that has 5 BGs!!!
Thanks for the props. You are right - there are a LOT of BGs along that river. I think we'll be able to handle an occasional worker peel out of IronGold to harness that power. IG lacks fresh water, so it'll make sense to peel workers out of it when it approaches size 6.

I just hope our fearless leader makes another contact on her set.

As an aside, here's a list of those who have delurked so far...though I think only a couple have expressed an interest in picking up a turnset. Did I miss anyone?
  • zerksees
  • Own
  • madviking
  • Ansar the King
  • IroquoisPlisken
  • Mistfit
  • Smart
 
zerksees said:
Are you going to pick one lurker, or maybe pick a "designated lurker" for each time the lurker turnset comes up?
What seems to make sense to me is to keep a list of those who have, or will have, expressed an interest in playing a set. Then whichever of them can post a "got it" first can play, and the next time it would be a different person on the list who can pick it up first. If none of the remaining people on the list picks it up within 24 hours, someone who has already played a set can pick it up. Clear as mud? :D
 
I took a look at the save and my only question is on trading. How important is it to get masonry right away? It will be a monopoly unless we meet someone else who has it and (I think) only allows us to build walls and a palace. Seems like we'd want to wait for CB (temples) or alpha (boats). I'm just going by Bede's "do we need it?" and "can we afford it?" until we meet someone else for trading. Any thoughts on this?

I think I'm only likely to get 1 town settled on my turns, probably the site just N/W of CC on Scout's dot map (thanks for that, Scout!) to try to connect up our current towns. If we don't have any other neighbors, we probably ought to think about a coastal town for getting out some boats after we get alpha.
 
gmaharriet said:
...How important is it to get masonry right away? ...Seems like we'd want to wait for CB (temples) or alpha (boats). I'm just going by Bede's "do we need it?" and "can we afford it?" until we meet someone else for trading. Any thoughts on this?
The key there is "until we meet someone else for trading". As a rule, it's better to acquire the lesser known techs first, and trade these for the more widely known techs. So you're right - Masonry can wait.

Keep an eye on the food situation in our capitol. The governor keeps trying to put citizens on forest. Though it might make sense if it will get the granary built before the city grows, don't let it constrict our growth too much.
 
Thanks, Scout! :) I'll play now.
 
Preturn - 3050bc - Everything looks good. Hit enter.

IT - Smoke asks our scout to leave...sure thing.

1. 3000bc - Scout in Mayan territory moves west and sees the ocean. Others just see more land.

IT - Forest chop completed in IronGold.

2. 2950bc - Worker begins roading spices in IronGold. more scouting.

IT - nada

3. 2900bc - Warrior reaches CC for MP, lower lux to 20%. S/E scout sees barb camp near coast and flees. One of our scouts pops a hut and we get a new town about 9 tiles directly north of Iron Gold, Kazan. It's a bit of an awkward spot and barbs are starting to show up, so I begin a regular archer. Northern scout goes west and finds ocean.

IT - Granary completes in CC -> growth in 2, settler in 5.

4. 2850bc - scouting

IT - spice road completed.

5. 2800bc - Our scouting warrior north of IronGold runs smack into 2 barbs, one of which is in a camp. Other scouts just see more land.

IT - Iron Gold rax -> archer

6. 2750bc - start chop to hurry archer as we NEED barb suppression very soon. Warrior near barbs runs south. Northern scout finds more spices.

IT - CC grows...raise lux to 30%.

7. 2710bc - Worker begins roading BG. Scouting.

IT - nada

8. 2670bc - Northern scout spots another barb camp. Maya now have bronze working, but that was the tech we didn't want, right? They also have 2 workers for sale. MM CC to get extra gold piece rather than shield overrun.

IT - CC settler -> rax in 3 to let it grow a bit.

9. 2630bc - Lower lux to 20%. Settler heads to the closest spot on the dot map, just N/W of CC. Northern scout runs away north of barb camp. Hooray, southern scout gets CB from a hut. Smokey will trade either masonry or bronze working for CB plus our entire treasury of 200g and wants and additional 3gpt for masonry. Decide to wait.

IT - nada

10. 2590 - Settler is in place to settle next turn. Northern scout has spotted some silks. The warrior just north of a small lake above IronGold just spotted a goody hut to pop next turn.

Well, our scouts have broken a lot more fog, and no more civs yet. There's one area yet to the west to be explored and another to the far north, but I'm not hopeful. The rax build in CC could be changed to a settler, but we have lots of barb camps and little military, so I wanted the option.

Our "free" city is going to be hard to defend this early. It could be changed to a worker instead of an archer.

Pix to follow. Here's the save.
 
Kazan popped from a hut
2590bc_Free_City.JPG

Western territory and Mayas
2590bc_West_Mayas.JPG

Northern territory
2590_Northern_Area.JPG

Central Empire
2590bc_Central_Mongolia.JPG
 
lurker's comment: This post was basically to be added to the list of lurkers, but I'll say that pop-rushing is most efficient when the shields in the box are divisible by 10 (or sometimes 20 is necessary; 1 shield works too). Partial rushes are useful too.
 
Thanks, Tim! I can use all the hints I can get. I'll add you to the list. :)

Regular roster update:
Whomp - up
Irongold - on deck
AK
Lurker
Scout - got us started
Gram H. - just played and scouted

Lurkers: (if you don't want to be on this list, just let us know)
zerksees
Own
madviking
Ansar the King
IroquoisPlisken
Mistfit
Smart
Tim Bentley
 
Looks good Gma!

Looks like a fairly uncontested land grab phase is ahead. I would suggest settling to the west first. Lots more room in your back yard to settle later on.

Ya all nee to draw a line in the sand (so to speak)
Land_Division.gif
 
That's very creative and amusing, Mistfit! Might have been a good idea to put "Temporarily" before "Theirs". :lol:
 
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